Seraphic Steed
4 A two mana 2/2 with lifeilnk and first strike is a real body all game long, and there are going to be plenty of boards this can attack reasonably well on even late. And that's great, since it is also likely to spit out an Angel when you do that.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Slickshot Show-Off
3.5 A two mana 1/2 with Flying and Haste is already something you'll play, and this will smash in for more damage pretty often. The Plot upside here isn't something you'll use much in Limited, you just want this down ASAP most of the time.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 1 Pick 2: Longhorn Sharpshooter
Longhorn Sharpshooter
3.5 Actually getting to do something to the board when you plot is a big deal, and a 4-mana 3/3 that does 2 to something on ETB is a great card, and this has more upside than that.
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.
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.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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 Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Thoughtseize
3.5 This is really good disruption. One mana to take your opponent's best card is awesome, and while it does have diminishing returns, the early-to-midgame upside is well worth it.
Pack 1 Pick 3: Discerning Peddler
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.
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
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.
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.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Murder
2.5 This isn't the premium removal it once was, but it's still pretty solid.
Pack 1 Pick 4: Take Up the Shield
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.
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.
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.
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.
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.
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 1 Pick 5: Explosive Derailment
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Pack 1 Pick 6: Lassoed by the Law
Lassoed by the Law
4 This is great Removal that also gives you a relevant body, hard not to be excited about that.
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.
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.
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.
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 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.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Pack 1 Pick 7: Spinewoods Paladin
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.
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.
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.
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.
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
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.
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.
Skulduggery
3 Generating a two-for-one with this is surprisingly easy, and even when you can't it makes for a good combat trick that efficiently commits crime.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
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.
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.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 1 Pick 10: Stagecoach Security
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.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Pack 1 Pick 11: Sterling Keykeeper
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Pack 1 Pick 12: Mine Raider
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.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
Pack 1 Pick 13: Inventive Wingsmith
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Fake Your Own Death
2.5 This type of trick is always solid. It's good in combat, good against removal, and has the upside of working well with ETB.
Pack 2 Pick 1: Dust Animus
Dust Animus
4.5 This is scary no matter how you play it. If you stick it on turn two, it might just win you the game in the air, and if you get it later and it's a massive lifelinker, the same outcome is likely.
Mobile Homestead
2 The rate isn't very good, but I think the upside of ramping your mana sometimes makes it playable.
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.
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.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Discerning Peddler
2 Red doesn't have much of a discard theme in this set. So, this is mostly just a card with a mediocre statline and a mediocre ETB.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Fomori Vault
0 There aren't enough artifacts in this format for this to be worth the hit to your mana.
Jagged Barrens
1 This weak ability isn't worth the hit to your mana base.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 2 Pick 2: Scalestorm Summoner
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
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.
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.
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.
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.
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.
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.
Rooftop Assassin
2 Killing things that have already been damaged is surprisingly hard to take advantage of. They pushed this pretty hard with all these keywords, so I think it'll be better than most similar creatures we have seen. But it's still nothing special.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
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.
Grindstone
0 Even if this is a repeatable way to commit crimes, it isn't worth the mana investment.
Pack 2 Pick 3: Holy Cow
Botanical Sanctum
3 It's nice to have awesome fixing that enters the battlefield untapped.
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.
Shepherd of the Clouds
3 This will typically generate 2-for-1s, and when you can consistently reanimate something to the battlefield, this will feel like one of the best cards in your deck.
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.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
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.
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.
Vial Smasher, Gleeful Grenadier
3 If you play this on two and he sticks around, he's going to chip in tons and tons of damage. The trigger commits a crime, too!
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.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
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.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Rooftop Assassin
2 Killing things that have already been damaged is surprisingly hard to take advantage of. They pushed this pretty hard with all these keywords, so I think it'll be better than most similar creatures we have seen. But it's still nothing special.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
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.
Back for More
2.5 The ceiling here is incredibly high. You reanimate something at instant speed, use it to ambush block, and then have it fight something else. If the creature is big enough, it can survive all of that! But setting that up and getting the stats to line up correctly is pretty tough.
Pack 2 Pick 5: Sterling Supplier
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.
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.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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 6: Steer Clear
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.
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.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
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.
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.
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.
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.
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.
Pack 2 Pick 7: Longhorn Sharpshooter
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.
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.
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.
Longhorn Sharpshooter
3.5 Actually getting to do something to the board when you plot is a big deal, and a 4-mana 3/3 that does 2 to something on ETB is a great card, and this 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.
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.
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.
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.
Pack 2 Pick 8: Outlaw Medic
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.
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
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.
Pack 2 Pick 9: Jagged Barrens
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.
Discerning Peddler
2 Red doesn't have much of a discard theme in this set. So, this is mostly just a card with a mediocre statline and a mediocre ETB.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Jagged Barrens
1 This weak ability isn't worth the hit to your mana base.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 2 Pick 10: Explosive Derailment
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
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.
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.
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.
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.
Pack 2 Pick 11: Prickly Pair
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.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
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.
Pack 2 Pick 12: Vial Smasher, Gleeful Grenadier
Vial Smasher, Gleeful Grenadier
3 If you play this on two and he sticks around, he's going to chip in tons and tons of damage. The trigger commits a crime, too!
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.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Pack 2 Pick 13: Outlaws' Fury
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.
Malcolm, the Eyes
4 This has great stats, and draws you cards. Hard to find a problem here.
Outlaw Stitcher
4 The baseline is great, and you'll often be able to get the extra large zombie out of the deal.
Nimble Brigand
3 The stats are bad, but if you get in with this once you'll feel pretty good ,and getting it with it is pretty easy. Get in with it more than once, and the game might just be over.
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
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.
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: Slickshot Show-Off
Slickshot Show-Off
3.5 A two mana 1/2 with Flying and Haste is already something you'll play, and this will smash in for more damage pretty often. The Plot upside here isn't something you'll use much in Limited, you just want this down ASAP most of the time.
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.
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.
Jolene, Plundering Pugilist
3 Getting treasure to power out more big stuff is pretty nice, and being able to throw treasure away for pings is great, especially once they outlive their usefuleness in the late game.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
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.
Omenpath Journey
0 Ramping and fixing is cool and all, but spending 4 mana to do nothing isn't. You also aren't likely to have 5 lands with different names in Limited.
Pariah
0 This basically does nothing in Limited. You can use it as an akward removal spell or a bad fog effect. Neither are things you want.
Pack 3 Pick 3: Trick Shot
Concealed Courtyard
3 It's nice to have awesome fixing that enters the battlefield untapped.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
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.
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.
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.
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 4: Leyline Binding
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.
Miriam, Herd Whisperer
3.5 I love that your Mounts don't need to be saddled to get the buff, and hexproof on mounts and vehicles is pretty nice, as getting a crewed vehicle or saddled mount killed is a huge tempo-killer.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
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.
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.
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.
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.
Leyline Binding
3 This will usually cost 4, which is a pretty solid rate. It will virtually never cost less than three.
Pack 3 Pick 5: Take Up the Shield
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.
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.
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.
Inspiring Vantage
3 It's nice to have awesome fixing that enters the battlefield untapped.
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 Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 3 Pick 6: Discerning Peddler
Bucolic Ranch
0.0 // 2.5 If you have like 10 Mounts, this is worth it. Even just having 5 or so probably isn't enough to make it worth playing.
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.
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.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 3 Pick 7: Irascible Wolverine
Rakdos Joins Up
2.5 The dream here is to reanimate a legendary creature so that the triggered ability is relevant, but I wouldn't count on doing that too often. That said, the two counters do mean that you're likely to get your mana's worth with this spell.
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
Outlaw Stitcher
4 The baseline is great, and you'll often be able to get the extra large zombie out of the deal.
Vial Smasher, Gleeful Grenadier
3 If you play this on two and he sticks around, he's going to chip in tons and tons of damage. The trigger commits a crime, too!
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.
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.
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.
Eroded Canyon
1 This weak ability isn't worth the hit to your mana base.
Pack 3 Pick 8: Trained Arynx
Ghired, Mirror of the Wilds
3.5 He's a bit tough to cast, but that ability can do serious work in this format and he's got decent stats.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
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.
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.
Pack 3 Pick 9: Gold Pan
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.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
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.
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.
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.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
Pack 3 Pick 13: Sterling Hound
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.