Lilah, Undefeated Slickshot
3.5 Triggering her ability isn't the easiest in this format as there simply aren't that many multicolored instants and sorceries. However, a three mana 3/3 with Prowess is already pretty good, and if you can cast an instant or sorcery twice here and there it'll feel insane.
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.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
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.
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.
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.
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.
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.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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 2: Bruse Tarl, Roving Rancher
Bruse Tarl, Roving Rancher
5 This is a 4-mana 4/3 that either draws you a card or gives you a 2/2 double strike when it enters the battlefield. And then, it gets that trigger again any time you attack. That's absurd value.
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.
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.
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.
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.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
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.
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.
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.
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.
Sandstorm Verge
1.0 This isn't worth the hit to your mana base. The effect just doesn't do enough, even in a format with crimes.
Pack 1 Pick 3: Cunning Coyote
Breeches, the Blastmaker
3.5 You get something good any time you trigger the second spell effect, but you won't always also have an artifact when you cast your second spell, so don't count on pulling this off a ton. Still, the effect is pretty gamebreaking even if you only get it once.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
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.
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.
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.
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.
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.
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.
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.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 1 Pick 4: Steer Clear
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.
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Riku of Many Paths
4 Modal spells are all over the place in Limited these days, and the Spree mechanic in this format even appears at Common. This means that most decks that can cast Riku will probably have 2-4 modal spells, and that's more than enough, as just getting a trigger once is amazing.
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.
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
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.
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.
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.
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.
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.
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.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 1 Pick 6: Outlaw Medic
Breeches, the Blastmaker
3.5 You get something good any time you trigger the second spell effect, but you won't always also have an artifact when you cast your second spell, so don't count on pulling this off a ton. Still, the effect is pretty gamebreaking even if you only get it once.
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.
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.
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.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
Breeches, the Blastmaker
3.5 You get something good any time you trigger the second spell effect, but you won't always also have an artifact when you cast your second spell, so don't count on pulling this off a ton. Still, the effect is pretty gamebreaking even if you only get it once.
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.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
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.
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.
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 8: Thunder Salvo
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.
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.
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.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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 1 Pick 9: Thunder Salvo
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.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
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 10: Stagecoach Security
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.
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.
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.
Sandstorm Verge
1.0 This isn't worth the hit to your mana base. The effect just doesn't do enough, even in a format with crimes.
Pack 1 Pick 11: Tomb Trawler
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
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.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Pack 1 Pick 12: Return the Favor
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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 14: Shifting Grift
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.
Pack 2 Pick 1: Scalestorm Summoner
Wylie Duke, Atiin Hero
3.5 If this saddles or crews, you get some nice value, and the card's baseline is plenty good.
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.
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.
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.
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.
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.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
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.
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.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 2: Nurturing Pixie
Claim Jumper
3.5 This has good base stats, and it's great that it can catch you up on mana.
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.
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.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
Bristlepack Sentry
3 This is going to overperform because it counts itself. This means buffing it with a mercenary allows it to attack, as do buffs from counters and equipment.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often 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.
Crackle with Power
4 This was a bomb in Strixhaven, but that was a ramp-heavy format, so I think it falls short here. Still, the baseline is a 5-mana deal 5, and if you can make it an 8 mana spell that does 10 to two creatures, you're going to win.
Pack 2 Pick 3: Prairie Dog
Step Between Worlds
0 Wheel effects don't work too well in Limited, since they are symmetrical. If you Plot this first, it means you can use your new cards right away. However, it also means that you spent six mana to do nothing on your previous turn.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Eriette's Lullaby
2.5 This is efficient, but having to take a hit before you can use it isn't ideal. The life gain makes up for that a little.
Jailbreak Scheme
2 Just the bounce option is a decent card, so the fact you have a whole other option for later in the game is pretty nice.
Sterling Supplier
3 It's a 5-drop so you don't want a bunch of them, but 5-mana for 4/5 worth of stats, 3/4 of which has Flying, is a really good deal. You probably don't want more than one of these, though.
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.
Skullcrack
1 Burn that only hits players is pretty bad in Limited, as it has no impact on the board. It just isn't worth going down a card for 4 damage and nothing else.
Pack 2 Pick 4: Congregation Gryff
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.
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.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
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.
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.
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.
Archmage's Charm
2.5 This is pretty hard to cast, but each of the modes is pretty good for the cost.
Pack 2 Pick 5: Mystical Tether
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.
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
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.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Pack 2 Pick 6: Take Up the Shield
Deepmuck Desperado
2 This has solid stats, and it might actually be a legitimate win condition in some decks.
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.
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.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Pack 2 Pick 7: Ride Down
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
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.
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.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 2 Pick 8: Wanted Griffin
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.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Pack 2 Pick 9: Sterling Keykeeper
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.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 10: Irascible Wolverine
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Bristlepack Sentry
3 This is going to overperform because it counts itself. This means buffing it with a mercenary allows it to attack, as do buffs from counters and equipment.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Step Between Worlds
0 Wheel effects don't work too well in Limited, since they are symmetrical. If you Plot this first, it means you can use your new cards right away. However, it also means that you spent six mana to do nothing on your previous turn.
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.
Skullcrack
1 Burn that only hits players is pretty bad in Limited, as it has no impact on the board. It just isn't worth going down a card for 4 damage and nothing else.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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 13: Redrock Sentinel
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
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.
Magda, the Hoardmaster
4 Treasure for commiting crimes is pretty nice, and it's not impossible you get the Dragon every now and again.
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.
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.
Emergent Haunting
3 I don't love that this does nothing on it's own, but turning into a 3/3 Flyer looks very doable. Heck, just playing in on two and passing on turn three with all your mana up sounds like a good call in many situations anyway.
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.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Sterling Keykeeper
2 These "Master Decoy"-type creatures have been a lot worse as of late, and I don't really see that changing here. This does have passable stats and an ability that is good sometimes, though.
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.
Trash the Town
3 This is kind of a medium trick if you only use the first mode, but gaining access to the other two in the mid-game is pretty amazing, and it's the kind of card that can really swing a game in your favor between running over an opposing creature and drawing cards.
Vanishing Verse
4 This can hit almost every permanent in the format for only two mana.
Pack 3 Pick 2: Mystical Tether
Riku of Many Paths
4 Modal spells are all over the place in Limited these days, and the Spree mechanic in this format even appears at Common. This means that most decks that can cast Riku will probably have 2-4 modal spells, and that's more than enough, as just getting a trigger once is amazing.
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.
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.
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.
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.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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 3 Pick 3: Electrodominance
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.
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.
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.
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.
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.
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.
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.
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.
Electrodominance
2.5 The burn effect isn't very efficient, and you'd be surprised how infrequently you can actually cast a spell off of this.
Pack 3 Pick 4: Hellspur Brute
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.
Hellspur Brute
2.5 There are lots and lots ouf outlaws in this set, and if you can cast this for 4 you're going to feel fine about it. If you cast it for less, you'll feel great.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 3 Pick 5: Sterling Supplier
High Noon
0.0 // 2.5 You have to have access to the activated ability, or this symmetrical effect just isn't worth it.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
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.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 3 Pick 6: Steer Clear
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.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
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.
Territory Forge
0 There aren't enough meaningful targets for this in the format. It's just a 5-mana stone rain most of the time, and that's awful.
Surgical Extraction
0 Commiting a crime for free is a thing, but going down a card to do it generally isn't worth it, especially with a card that has an almost entirely meaningless effect.
Pack 3 Pick 7: Cunning Coyote
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.
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.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
Tinybones Joins Up
1 The discard effect isn't very good, and the legendary creature upside can be hard to access. Even when you do, it's pretty weak.
Pack 3 Pick 8: Thunder Salvo
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.
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 Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
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.
Pack 3 Pick 9: Wanted Griffin
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.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
Riku of Many Paths
4 Modal spells are all over the place in Limited these days, and the Spree mechanic in this format even appears at Common. This means that most decks that can cast Riku will probably have 2-4 modal spells, and that's more than enough, as just getting a trigger once is amazing.
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.
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.
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 3 Pick 11: 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.
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.
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.
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.
Pack 3 Pick 13: Deadeye Duelist
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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 14: Shifting Grift
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.