Guide of Souls
5 This makes any creature into a threat, and energy is plentiful enough in the format to trigger this as early as turn two.
Mindless Conscription
2.5 The baseline is a three mana 3/3, and if you're in Blue-Black especially you're likely to get more than that out of it.
Signature Slam
3.5 This is very nice removal that can sometimes work as a 2-for-1 thanks to the counter.
Hydroelectric Specimen
3.5 The best thing this creature can do is redirect removal to itself, but if you find yourself in a spot where you can't take advantage of that, you can probably use the land side.
Revitalizing Repast
4 The spell side is an excellent trick you always play pretty happily in this case -- it blanks most removal and can win you combat pretty well too.
Petrifying Meddler
2.5 This has almost-passable stats and an ETB that is often very useful.
Siege Smash
2.5 This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
Mandibular Kite
2.5 This is a one mana 1/1 flyer with lots of upside. It's expensive to move for sure, but if you play it on turn one and attack a few times, and then slap it on a threatening creature in the late game that's pretty good.
Writhing Chrysalis
4 This can effectively be a 4-mana 4/5 with Reach, since you can just give up the tokens right away. Ideally, you play this on 4, and drop a 7-drop on 5 while growing this to a 4/5. Either way, this card is nuts for a Common.
Horrific Assault
4 This is often one mana to kill something and gain 3 lfie, and that's pretty nuts.
Scurrilous Sentry
2.5 Connive is a nice ETB, and this can do it more than once. It also works nicely in Blue-Black because it draws cards and Black-Green because of the counters.
Birthing Ritual
1 This doesn't do anything or does very little far too often. You have to have something in the top seven that lines up correctly with your board, and that's worthwhile to get into play in exchange for whatever you already have.
Buried Alive
0 This is basically three mana to do absolutely nothing.
Pack 1 Pick 2: Emissary of Soulfire
Reiterating Bolt
4 Two mana to do 3 is always premium, and this has the crazy upside of being replicated. While getting more than two isn't ultra likely, just getting two is insane.
Territory Culler
4 These are great stats, and the landfall trigger is either "Surveil 1" or "Draw a card." While the latter is obviously way better, Surveil 1 is no small thing either.
Mogg Mob
2 If this was two generic and a Red, it's be a 4.0, but triple Red is a huge challenge in Limited so you're not going to have an easy time casting it.
Emissary of Soulfire
2.5 Exalted isn't exactly insane, but the idea here is that in Blue-White you're gonig to attack with one flyer a lot and it'll get buffed. But the baseline here just isn't impressive, especially for a signpost uncommon.
Nightshade Dryad
3.5 This is a great mana dork, capable of producing all the colored (and colorless) mana you'd ever want, and it can even trade for anything thanks to deathtouch.
Petrifying Meddler
2.5 This has almost-passable stats and an ETB that is often very useful.
Sneaky Snacker
2.5 Getting this back even once is going to feel pretty good, and Blue-Black looks like it can do it.
Writhing Chrysalis
4 This can effectively be a 4-mana 4/5 with Reach, since you can just give up the tokens right away. Ideally, you play this on 4, and drop a 7-drop on 5 while growing this to a 4/5. Either way, this card is nuts for a Common.
Nesting Grounds
1 Colorless matters in this set, but there are better ways to produce it all over the place. Running lands that only produce colorless is dangerous for your mana base. Nesting Grounds has an ability that is relevant sometimes, at least.
Pack 1 Pick 3: Solstice Zealot
Nethergoyf
2.5 This will be a really efficient creature in many situations, and while it's ability to return from the graveyard probably means it come back smaller, it does mean that it is going to keep coming back.
Indebted Spirit
3 This is a solid card whether you cast it normally or Bestow it, although Bestowing it generates the most value in the long run.
Dreadmobile
2.5 This is easy to Crew and hard to block, and the threat of activation is going to give your opponent headaches.
Wumpus Aberration
3 This is pretty beefy when you can cast it early, and that's not a huge ask. By turn 4 having colorless is reasonably likely in Green.
Solstice Zealot
2 A tap creature that doesn't ask for mana is nice, but a three mana 2/3 isn't.
Nyxborn Unicorn
3 This is a great two drop. If you're curving out, it's likely to buff your stuff pretty easily in the early game, and in the later game you can bestow it and get even more value.
Thraben Charm
3 The removal mode is what you'll choose 90% of the time, but it's pretty close to premium and the other two modes come up sometimes too.
Coram, the Undertaker
3.5 It takes a bit of work, but Coram will usually have some reasonable power, and draw you cards with his attack trigger.
Invert Polarity
2.5 This is basically just a hard-to-cast cancel that will be better about half the time, since you can gain control of the creature spell or point removal at your opponent's own stuff.
Victimize
1.5 This has a really high ceiling -- but for it to be worth it you need something expendable in play and a couple of worthwhile creatures in the yard -- and even then you're just breaking even on cards.
Pack 1 Pick 4: Strength of the Harvest
Strength of the Harvest
3.5 On the right board state and on the right target, this can win you the game out of nowhere -- but it's conditional. So it's a good thing it's also a land.
Waterlogged Teachings
3 4 mana for a restrictive tutor is awful. But, in the late game when you're worried about flooding out, it's still better to draw than another land.
Evolution Witness
3 This starts with a bad stat-line, but becomes a reasonably efficient creature that gives you a 2-for-1 when you adapt it.
Breathe Your Last
3 Sometimes you'll gain 0 life from this in a format with so much colorless, but usually you'll gain 1, and that's not terrible upside on Murder.
Bountiful Landscape
3 These are pretty good at fixing your mana, and they give you colorless too! Cycling them makes them less painful to draw late, too.
Hexgold Slith
2.5 It's hard to block in the early game because of first strike, which often means it will become a 3/2 that stays relevant for even longer.
Drossclaw
1.5 This is a super inefficient creature up front, and a super inefficient equipment overall. It's an artifact though, so it's probably not a completely unplayable card.
Riddle Gate Gargoyle
3 Blue/White has lots of places to spend energy, and repeateable lifelink can go a long way towards helping you win a race.
Kami of Jealous Thirst
2 The baseline here isn't great, but it is nice you can activate this ability for free if you've drawn enough cards. Especially because if you spent time drawing that many cards, you're probably pretty desperate to gain some life.
Buried Alive
0 This is basically three mana to do absolutely nothing.
Pack 1 Pick 5: Pearl-Ear, Imperial Advisor
Pearl-Ear, Imperial Advisor
4 This has nice base stats, and the two abilities are certainly upside -- although both of them are pretty finnicky. You need to put an Aura on something already modified and have Auras already in play for it to do anything.
Horrid Shadowspinner
3 This is a powerful attack trigger, and it can get a lot better when you back it up with removal or modifications.
Essence Reliquary
0 You can use this to rebuy ETBs or MDFCs, but that's just narrow of a usecase.
Riddle Gate Gargoyle
3 Blue/White has lots of places to spend energy, and repeateable lifelink can go a long way towards helping you win a race.
Basking Broodscale
3 This has okay base stats and can very easily grow and help out your mana situation.
Serum Visionary
3.5 This is a great 2-for-1 that will often feel even better, since Scry 2 goes a long way towards giving you better draws on your next few turns.
Orim's Chant
0 This is good in constructed formats, but not Limited. This is really far from being a time walk. After all, your opponent gets to untap everything and draw a card -- and by the time it's your turn again, if they have any instant speed reaction online. In other words, much of the time Orim's Chant does nothing. It has moments where it's great, no question -- but the closest comparison to Orim's Chant is a fog. It has this amazing ceiling -- but it's only available like 5% of the time, and the other 95% of the time it's useless or at the very least not worth a card.
Pack 1 Pick 6: Decree of Justice
Hope-Ender Coatl
3.5 When you counter something with this it feels incredible, and even when you can't your baseline is a Wind Drake with Flash.
Boggart Trawler
3.5 This is an inefficient creature that hates on the graveyard -- but it's also a land when that's better, and that's awesome.
Sage of the Unknowable
1.5 / 3.0 This is really nice for Eldrazi decks, not so useful outside of them.
Glimpse the Impossible
2 Early in the game, you are probably casting this for the ramp. Late in the game, you probably cast it to get card advantage. It won't ever feel ultra efficient, but it's unlikely to feel terrible either.
Decree of Justice
0.0 // 3.0 There's enough ramp int his format for Decree of Justice to be a pretty legitimate payoff, although most White decks probably don't want it.
Pack 1 Pick 7: Angel of the Ruins
Collective Resistance
2 This has lots of artifacts and enchantments to target, and it's good at stopping removal too. Those three modes are still situational enough that it's not awesome though.
Unfathomable Truths
2.5 This is a 5-mana draw three that actually adds to the board and can even ramp you! Now, it doesn't do an amazing job at either of those things, but it's also drawing you three cards, so that's okay.
Voidpouncer
2 Neither mode is especially efficient, but neither mode is awful either.
Hydra Trainer
3.5 Like a lot of the adapt creatures, this starts with an ugly stat-line -- but it's going to get bigger and it's Exert trigger is incredibly good. Don't forget it can target itself and attack as a 5/5 on turn three.
Angel of the Ruins
2.5 This format has enough artifacts and enchantments, that this will usually have at least one target when it comes down. And, if you get it early, you can always use it to grab a land.
Pack 1 Pick 8: Reef Worm
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Wing It
2 This is a solid trick, though it doesn't offer the most impressive boost -- that gets offset by the flying counter, though.
Nyxborn Hydra
2.5 It's never going to feel efficient, but it scales all game long, and in the late game it can let you push through lethal.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Reef Worm
3.5 So, if everything goes according to plan -- you pay 4 mana for a 0/1, a 3/3, a 6/6, and a 9/9. And yeah -- you don't get all of them at once, but this one card gives you so much value, and any time the token you have is no longer relevant, you can get the next one. This is super weak to bounce and exile removal, though.
Pack 1 Pick 9: Revitalizing Repast
Revitalizing Repast
4 The spell side is an excellent trick you always play pretty happily in this case -- it blanks most removal and can win you combat pretty well too.
Siege Smash
2.5 This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
Scurrilous Sentry
2.5 Connive is a nice ETB, and this can do it more than once. It also works nicely in Blue-Black because it draws cards and Black-Green because of the counters.
Birthing Ritual
1 This doesn't do anything or does very little far too often. You have to have something in the top seven that lines up correctly with your board, and that's worthwhile to get into play in exchange for whatever you already have.
Buried Alive
0 This is basically three mana to do absolutely nothing.
Pack 1 Pick 10: Territory Culler
Territory Culler
4 These are great stats, and the landfall trigger is either "Surveil 1" or "Draw a card." While the latter is obviously way better, Surveil 1 is no small thing either.
Mogg Mob
2 If this was two generic and a Red, it's be a 4.0, but triple Red is a huge challenge in Limited so you're not going to have an easy time casting it.
Evolution Witness
3 This starts with a bad stat-line, but becomes a reasonably efficient creature that gives you a 2-for-1 when you adapt it.
Nesting Grounds
1 Colorless matters in this set, but there are better ways to produce it all over the place. Running lands that only produce colorless is dangerous for your mana base. Nesting Grounds has an ability that is relevant sometimes, at least.
Pack 1 Pick 11: Invert Polarity
Dreadmobile
2.5 This is easy to Crew and hard to block, and the threat of activation is going to give your opponent headaches.
Invert Polarity
2.5 This is basically just a hard-to-cast cancel that will be better about half the time, since you can gain control of the creature spell or point removal at your opponent's own stuff.
Pack 1 Pick 12: Drossclaw
Drossclaw
1.5 This is a super inefficient creature up front, and a super inefficient equipment overall. It's an artifact though, so it's probably not a completely unplayable card.
Kami of Jealous Thirst
2 The baseline here isn't great, but it is nice you can activate this ability for free if you've drawn enough cards. Especially because if you spent time drawing that many cards, you're probably pretty desperate to gain some life.
Pack 1 Pick 13: Wing It
Wing It
2 This is a solid trick, though it doesn't offer the most impressive boost -- that gets offset by the flying counter, though.
Wrath of the Skies
4.5 Customizable Wraths tend to be pretty great! And if you're good at making energy you might not even need to pay more than two mana, in which case rebuilding your board in the aftermath is very doable.
Emrakul's Messenger
4 Blue can get Spawn out of this pretty easily, and it's an efficient flyer.
Wumpus Aberration
3 This is pretty beefy when you can cast it early, and that's not a huge ask. By turn 4 having colorless is reasonably likely in Green.
Izzet Generatorium
0.0 // 3.0 This is really bad if you're not going hard on energy. If you are, it becomes a card advantage engine.
Fetid Gargantua
2 This is a little slow and pretty inefficient, but if you get the time to adapt it and everything it can give you a 3-for-1.
Eldrazi Repurposer
3 You get more than 3 mana's worth out of this in most cases.
Corrupted Shapeshifter
2 This isn't ultra efficient by today's standards, no matter what option you choose.
Dog Umbra
3 It’s either Pacifism with Flash, or a way to protect your creature from removal at instant speed. One of those modes is likely to be helpful for you,
Accursed Marauder
2 It's both a good thing and a bad thing that this says nontoken. It's nice your opponent has to give up something legit, but that means you have to as well.
Snapping Voidcraw
3.5 This is serious ramp, and Blue-Gren is all about that -- and it even has late-game utility as a mana sink.
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Skoa, Embermage
3 This is a 2-for-1 when you can cast it, and can even finish off the opponent. Grandeur comes up on occasion too, and being Fireblast sometimes is certainly upside.
Phyrexian Tower
3 This can give you colorless or Black mana, which is attractive -- and if you have expendable bodies around it can even give you a mana boost.
Pack 2 Pick 2: Rosecot Knight
Flare of Cultivation
2.5 This fixes and ramps your mana in a format where that's pretty nice. Sometimes it being free is sweet, because you can effectively go up a mana that turn since you can play one of the lands it grabs you.
Ral and the Implicit Maze
4.5 Chapter I will likely kill at least one thing, Chapter II will net you a card, and Chapter III gives you a very real body. That's insane value on an Uncommon.
Fangs of Kalonia
1.5 Coutners a thing in this set, but this is still largely a win-more card. You'd rather have more cards that are good when you're behind or at parity than a card that's largely only good when you're ahead.
Unfathomable Truths
2.5 This is a 5-mana draw three that actually adds to the board and can even ramp you! Now, it doesn't do an amazing job at either of those things, but it's also drawing you three cards, so that's okay.
Thriving Skyclaw
2 The starting stat-line is rough. It's a creature one drops can attack into and one mana removal spells can kill. Once it attacks it will start to feel a lot better, but that window where it's a 4-mana 3/2 is pretty rough.
Expanding Ooze
3.5 This can put the counter on itself after you adapt, while also having the ability to buff other stuff if that's better.
Eviscerator's Insight
2 This set doesn't have a huge sacrifice theme in any color pair and that hurts this a bit, but having Flashback is pretty sweet.
Fanged Flames
4 It's hyper efficient removal that shuts off death triggers and recursion. Not much more needs to be said.
Rosecot Knight
2.5 The base stats are bad, but this will often be a 2-for-1.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Essence Reliquary
0 You can use this to rebuy ETBs or MDFCs, but that's just narrow of a usecase.
Annoyed Altisaur
4 It's expensive, but you're always going to get more than 7 mana worth of value, and sometimes it will be completely absurd.
Pack 2 Pick 3: Nyxborn Unicorn
Hydra Trainer
3.5 Like a lot of the adapt creatures, this starts with an ugly stat-line -- but it's going to get bigger and it's Exert trigger is incredibly good. Don't forget it can target itself and attack as a 5/5 on turn three.
Waterlogged Teachings
3 4 mana for a restrictive tutor is awful. But, in the late game when you're worried about flooding out, it's still better to draw than another land.
Twisted Riddlekeeper
3 This can go after any kind of permanent, which is nice -- you can even lock down some lands! Usually you're going after creatures though, since that's going to result in you having a big turn.
Marionette Apprentice
4 Whichever Fabricate mode you go with, this is really efficient, and you don't even really need to be in one of the artifact decks for this to be good, though obviously it gets even better there.
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Retrofitted Transmogrant
2 This is never going to feel efficient, but there's value to be had with a creature that refuses to stay dead, especially in the late game.
Nyxborn Unicorn
3 This is a great two drop. If you're curving out, it's likely to buff your stuff pretty easily in the early game, and in the later game you can bestow it and get even more value.
Serum Visionary
3.5 This is a great 2-for-1 that will often feel even better, since Scry 2 goes a long way towards giving you better draws on your next few turns.
Eviscerator's Insight
2 This set doesn't have a huge sacrifice theme in any color pair and that hurts this a bit, but having Flashback is pretty sweet.
Faithful Watchdog
3 This is a great rate, and it's a ready-made modified creature.
Suppression Ray
3.5 This is another one of these that is pretty bad early, so you'll play it as a land. But in the late game, it can win the game out of nowhere.
Victimize
1.5 This has a really high ceiling -- but for it to be worth it you need something expendable in play and a couple of worthwhile creatures in the yard -- and even then you're just breaking even on cards.
Pack 2 Pick 4: Electrozoa
Monumental Henge
2.5 White doesn't have a ton of Historic stuff going on, but it has some and the ability is effectively a free roll.
Consign to Memory
0.5 This should start in your sideboard, but obviously it's pretty good against Eldrazi with cast triggers.
Ral and the Implicit Maze
4.5 Chapter I will likely kill at least one thing, Chapter II will net you a card, and Chapter III gives you a very real body. That's insane value on an Uncommon.
Conduit Goblin
3 This is a great two drop that can give you absoultely insane starts early, but it's ability can come up late too when you play something big and can send it in right away.
Electrozoa
2 This is a nice aggressive flyer for energy decks, but the ceiling isn't very high on the floor is pretty ugly.
Gravedig
3 Gravedigger has been a good Limited card for a long time, and this is better in most ways, since if you need a two drop it can do the job.
Siege Smash
2.5 This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
Petrifying Meddler
2.5 This has almost-passable stats and an ETB that is often very useful.
Corrupted Shapeshifter
2 This isn't ultra efficient by today's standards, no matter what option you choose.
Deep Analysis
3 This is a great draw spell that can give you a 4-for-1. Sometimes it's nice to get it into your graveyard without casting it too, because it draws 2 cards so efficiently.
Pack 2 Pick 5: Proud Pack-Rhino
Nethergoyf
2.5 This will be a really efficient creature in many situations, and while it's ability to return from the graveyard probably means it come back smaller, it does mean that it is going to keep coming back.
Proud Pack-Rhino
3.5 The shield counter is what you choose when you don't have much going on, and Proliferate is what you'll usually choose in the late game. In both cases, the Rhino gives you a ton of value.
Trickster's Elk
3 Sometimes this is nice to bestow on your stuff, sometimes it's nice to bestow on your opponents. The latter is useful more often, and the fact you get a 3/3 when that creature dies later is pretty sweet.
The Hunger Tide Rises
3 Most of the value here just comes from the three insects, but it's great to have chapter IV as additional upside, as on occasion it's worth giving up a bunch of stuff on board to search up an unbeatable bomb.
Aerie Auxiliary
3.5 4 mana for 5/5 worth of stats, 3/3 of which has flying is pretty insane for a Common. The other stats basically have Haste, too!
Jet Medallion
0 Spending a card for a discount on half the cards in your deck isn't worth it in Limited.
Pack 2 Pick 6: Hydroelectric Specimen
Solar Transformer
3 This looks like a very good mana rock, whether you're in an energy deck or a ramp deck. Two mana rocks just aren't thing we see very often, especially when this flexible.
Hydroelectric Specimen
3.5 The best thing this creature can do is redirect removal to itself, but if you find yourself in a spot where you can't take advantage of that, you can probably use the land side.
Unstable Amulet
1.0 // 3.0 You can't play this unless you have lots of ways to produce energy, and if you do, it's a pretty awesome engine.
Scurrilous Sentry
2.5 Connive is a nice ETB, and this can do it more than once. It also works nicely in Blue-Black because it draws cards and Black-Green because of the counters.
Tempest Harvester
2.5 Blue is very interested in energy and drawing cards, and this checks both of those boxes fairly nicely.
Electrozoa
2 This is a nice aggressive flyer for energy decks, but the ceiling isn't very high on the floor is pretty ugly.
Inventor's Axe
1.5 This is a trick that generally won't save your creature, and then a pretty bad place to spend your energy.
Wirewood Symbiote
0 This can combo with mana elves in a pretty sweet way, but there aren't enough in this set for it to be worth it.
Pack 2 Pick 7: Glasswing Grace
Essence Reliquary
0 You can use this to rebuy ETBs or MDFCs, but that's just narrow of a usecase.
Cursed Wombat
4 When you adapt this, it becomes a 5/6 because it's triggered ability counts itself! And you're going to have lots more Adapt and other counter stuff around for it to augment.
Glasswing Grace
3.5 Auras are super situatinoal, but when they are good, they can be insane. And this is good fixing if you're not in a spot where you can use it.
Rosecot Knight
2.5 The base stats are bad, but this will often be a 2-for-1.
Kami of Jealous Thirst
2 The baseline here isn't great, but it is nice you can activate this ability for free if you've drawn enough cards. Especially because if you spent time drawing that many cards, you're probably pretty desperate to gain some life.
Inventor's Axe
1.5 This is a trick that generally won't save your creature, and then a pretty bad place to spend your energy.
Cyclops Superconductor
3 This can usually generate a 2-for-1, and Prowess can make it even better than that.
Pack 2 Pick 8: Inspired Inventor
Expel the Unworthy
3 This never feels like a super efficient removal spell, but it can get the job done all game long.
Tune the Narrative
3 Two energy is a significant bump in this format, especially in Blue. While it's not quite a 2-for-1, you pay one mana and get more than a card worth of value out of this in most Blue decks.
Smelted Chargebug
1.5 Even in a color that cairs about energy and artifacts, this seems pretty underwhelming. It's boost is meager and it's statline is mediocre.
Inspired Inventor
3 The modality here is great. It works for the energy decks, the go wide decks, and the modification decks. Those are all the big themes in White.
Riddle Gate Gargoyle
3 Blue/White has lots of places to spend energy, and repeateable lifelink can go a long way towards helping you win a race.
Retrofitted Transmogrant
2 This is never going to feel efficient, but there's value to be had with a creature that refuses to stay dead, especially in the late game.
Nadier's Nightblade
2.5 This is a powerful card, but Black doesn't have a big token theme in this set, so it isn't insane or anything.
Pack 2 Pick 9: Phyrexian Tower
Izzet Generatorium
0.0 // 3.0 This is really bad if you're not going hard on energy. If you are, it becomes a card advantage engine.
Corrupted Shapeshifter
2 This isn't ultra efficient by today's standards, no matter what option you choose.
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Skoa, Embermage
3 This is a 2-for-1 when you can cast it, and can even finish off the opponent. Grandeur comes up on occasion too, and being Fireblast sometimes is certainly upside.
Phyrexian Tower
3 This can give you colorless or Black mana, which is attractive -- and if you have expendable bodies around it can even give you a mana boost.
Pack 2 Pick 10: Deem Inferior
Ral and the Implicit Maze
4.5 Chapter I will likely kill at least one thing, Chapter II will net you a card, and Chapter III gives you a very real body. That's insane value on an Uncommon.
Thriving Skyclaw
2 The starting stat-line is rough. It's a creature one drops can attack into and one mana removal spells can kill. Once it attacks it will start to feel a lot better, but that window where it's a 4-mana 3/2 is pretty rough.
Expanding Ooze
3.5 This can put the counter on itself after you adapt, while also having the ability to buff other stuff if that's better.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Pack 2 Pick 11: Waterlogged Teachings
Waterlogged Teachings
3 4 mana for a restrictive tutor is awful. But, in the late game when you're worried about flooding out, it's still better to draw than another land.
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Eviscerator's Insight
2 This set doesn't have a huge sacrifice theme in any color pair and that hurts this a bit, but having Flashback is pretty sweet.
Faithful Watchdog
3 This is a great rate, and it's a ready-made modified creature.
Pack 2 Pick 12: Plains
Consign to Memory
0.5 This should start in your sideboard, but obviously it's pretty good against Eldrazi with cast triggers.
Siege Smash
2.5 This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
The Hunger Tide Rises
3 Most of the value here just comes from the three insects, but it's great to have chapter IV as additional upside, as on occasion it's worth giving up a bunch of stuff on board to search up an unbeatable bomb.
Amphibian Downpour
3.5 If your storm count is only one, this is a nice card, and getting it higher than that isn't a huge stretch.
Amped Raptor
3.5 This has good French Vanilla stats, and it will effectively give you a free card a decent chunk of the time.
Arcbound Condor
1.5 // 3.5 This is a great artifact payoff between Modular and it's artifact trigger. If you're in one of the non-artifact decks in Black, though, it isn't very good.
Voltstorm Angel
3.5 This can buff the whole board the turn it comes down if you're so inclined, and if your board isn't wide enough for that, you can spend energy to make the Angel into a way better attacker on your next turn.
Quest for the Necropolis
1.5 Reanimation can be pretty awkward in Limited, especially when it isn't super cheap all game long -- and this definitely isn't. It's either a really expensive reanimation spell when you draw it late, or a card that sits around and does nothing for several turns early. I'm not a huge fan of either.
Colossal Dreadmask
2.5 This is an imosing creature on it's own, and while it's expensive to move around it does make just about anything into a huge threat.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Dreamdrinker Vampire
2.5 This has a solid baseline, and is very easy to buff. If you can find a way beyond adapt to put a counter on it, it triggers again!
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Obstinate Gargoyle
2.5 This starts out pretty inefficient, but you can give it flying easily enough -- and when it persists, it'll come back with Flying all on its own.
Tamiyo Meets the Story Circle
2 Chapter II is where you need to get value for this to really feel like it's worth a card, and it's a little bit awkward. In the early game you probably don't have lots of cards to give up, and you probably don't have them late either.
Annoyed Altisaur
4 It's expensive, but you're always going to get more than 7 mana worth of value, and sometimes it will be completely absurd.
Pyretic Rebirth
3.5 As long as you have a target for this in the graveyard, it's a very powerful 2-for-1.
Unstable Amulet
1.0 // 3.0 You can't play this unless you have lots of ways to produce energy, and if you do, it's a pretty awesome engine.
Muster the Departed
2 You need to get two 1/1s out of this pretty quickly for it to feel worth it. It does have engine potential, and can spit out several tokens over the course of a game -- but we've seen Morbid be surprisingly difficult to take advantage of in the past, so I'm skeptical.
Cranial Ram
2.5 You do need lots of artifacts to go off with this, but that's pretty likely in Black-Red.
Voidpouncer
2 Neither mode is especially efficient, but neither mode is awful either.
Gift of the Viper
1.5 Most one mana combat tricks these days are pretty sweet, but not this one. It's not that good at helping your creature survive combat and it's not that good at saving a creature from removal.
Cyclops Superconductor
3 This can usually generate a 2-for-1, and Prowess can make it even better than that.
Kami of Jealous Thirst
2 The baseline here isn't great, but it is nice you can activate this ability for free if you've drawn enough cards. Especially because if you spent time drawing that many cards, you're probably pretty desperate to gain some life.
Victimize
1.5 This has a really high ceiling -- but for it to be worth it you need something expendable in play and a couple of worthwhile creatures in the yard -- and even then you're just breaking even on cards.
Pack 3 Pick 3: Charitable Levy
Wumpus Aberration
3 This is pretty beefy when you can cast it early, and that's not a huge ask. By turn 4 having colorless is reasonably likely in Green.
Charitable Levy
1 This can hurt you just as much as it hurts your opponent, and you're not guaranteed to get enough counters on it for it to do something good.
Mogg Mob
2 If this was two generic and a Red, it's be a 4.0, but triple Red is a huge challenge in Limited so you're not going to have an easy time casting it.
Hydra Trainer
3.5 Like a lot of the adapt creatures, this starts with an ugly stat-line -- but it's going to get bigger and it's Exert trigger is incredibly good. Don't forget it can target itself and attack as a 5/5 on turn three.
Temperamental Oozewagg
2 This can come down and give some stuff trample reasonably often, and Adapt means it can give itself trample too.
Sarpadian Simulacrum
2 If you're in the Red artifact deck this can help you get Affinity going, and it has some decent late-game utility too.
Glimpse the Impossible
2 Early in the game, you are probably casting this for the ramp. Late in the game, you probably cast it to get card advantage. It won't ever feel ultra efficient, but it's unlikely to feel terrible either.
Breathe Your Last
3 Sometimes you'll gain 0 life from this in a format with so much colorless, but usually you'll gain 1, and that's not terrible upside on Murder.
Idol of False Gods
1.5 This has some engine potential, but it's going to be very difficult to ever turn it into a creature.
Junk Diver
1.5 This doesn't really give you a 2-for-1, because Junk Diver on it's own isn't really worth a card, and if you don't have an artifact to get back it feels truly miserable.
Pack 3 Pick 4: Rosecot Knight
Shifting Woodland
3 Once you get Delirium, this will often effectively be a creature land -- and maybe a pretty darn good one.
Izzet Generatorium
0.0 // 3.0 This is really bad if you're not going hard on energy. If you are, it becomes a card advantage engine.
Writhing Chrysalis
4 This can effectively be a 4-mana 4/5 with Reach, since you can just give up the tokens right away. Ideally, you play this on 4, and drop a 7-drop on 5 while growing this to a 4/5. Either way, this card is nuts for a Common.
Nyxborn Hydra
2.5 It's never going to feel efficient, but it scales all game long, and in the late game it can let you push through lethal.
Corrupted Shapeshifter
2 This isn't ultra efficient by today's standards, no matter what option you choose.
Rosecot Knight
2.5 The base stats are bad, but this will often be a 2-for-1.
Drossclaw
1.5 This is a super inefficient creature up front, and a super inefficient equipment overall. It's an artifact though, so it's probably not a completely unplayable card.
Evolution Witness
3 This starts with a bad stat-line, but becomes a reasonably efficient creature that gives you a 2-for-1 when you adapt it.
Golden-Tail Trainer
2.5 I don't love that this asks so much of you. Namely, you need to have a board with other creatures, they need to be modified, and Golden-Tail Trainer also needs to be augmented if it's ever going to survive combat.
Meltdown
0.5 This is a weird card for this format, because Red is one of the artifact-heavy sets in the format, so you don't really want to run this. Instead, you want to side it in against those types of decks.
Pack 3 Pick 5: Tranquil Landscape
Bridgeworks Battle
4 This is a nice removal spell on the spell side -- one you'd always play, so it's nice it can be al and when a fight doesn't benefit you.
Expel the Unworthy
3 This never feels like a super efficient removal spell, but it can get the job done all game long.
Aether Spike
2.5 Two mana counterspells without this energy upside have been pretty solid lately, and this can actually stay relevant for longer.
Siege Smash
2.5 This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Nyxborn Hydra
2.5 It's never going to feel efficient, but it scales all game long, and in the late game it can let you push through lethal.
Drossclaw
1.5 This is a super inefficient creature up front, and a super inefficient equipment overall. It's an artifact though, so it's probably not a completely unplayable card.
Tranquil Landscape
1.5 This is pretty clunky at fixing your mana, and the fact it can get nonbasics doesn't come up a ton in Limited.
The Creation of Avacyn
1 This isn't a saga that can ever give you more than a card worth of value, so it generally ends up being a bad tutor or an expensive reanimate. Neither of those is very appealing.
Nesting Grounds
1 Colorless matters in this set, but there are better ways to produce it all over the place. Running lands that only produce colorless is dangerous for your mana base. Nesting Grounds has an ability that is relevant sometimes, at least.
Pack 3 Pick 6: Vexing Bauble
Guardian of the Forgotten
3 This has a solid starting point as a 4-mana 4/4 with Vigilance, and it'll spit out a 2/2 manifest pretty often. Modifying the Guardian himself is often a good idea.
Phyrexian Ironworks
2 The times where you play this and make a 3/3 right away it'll feel fine, but there are going to be times where you play it and can't do anything with it, and that's brutal.
Vexing Bauble
1 This can replace itself so it isnt' entirely unplayable, but it's static effect is largely irrelevant.
Glimpse the Impossible
2 Early in the game, you are probably casting this for the ramp. Late in the game, you probably cast it to get card advantage. It won't ever feel ultra efficient, but it's unlikely to feel terrible either.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Evolution Witness
3 This starts with a bad stat-line, but becomes a reasonably efficient creature that gives you a 2-for-1 when you adapt it.
Tranquil Landscape
1.5 This is pretty clunky at fixing your mana, and the fact it can get nonbasics doesn't come up a ton in Limited.
Sage of the Unknowable
1.5 / 3.0 This is really nice for Eldrazi decks, not so useful outside of them.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Pack 3 Pick 7: Ral and the Implicit Maze
Ral and the Implicit Maze
4.5 Chapter I will likely kill at least one thing, Chapter II will net you a card, and Chapter III gives you a very real body. That's insane value on an Uncommon.
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Pack 3 Pick 8: Strix Serenade
Strix Serenade
0 Any time you counter a spell with this, you come out behind and effectively give your opponent a 2-for-1. Not worth it in Limited.
Izzet Generatorium
0.0 // 3.0 This is really bad if you're not going hard on energy. If you are, it becomes a card advantage engine.
Expel the Unworthy
3 This never feels like a super efficient removal spell, but it can get the job done all game long.
Obstinate Gargoyle
2.5 This starts out pretty inefficient, but you can give it flying easily enough -- and when it persists, it'll come back with Flying all on its own.
Deem Inferior
2.5 This will always cost three or less, so it's a reasonably efficient removal spell.
Dreamdrinker Vampire
2.5 This has a solid baseline, and is very easy to buff. If you can find a way beyond adapt to put a counter on it, it triggers again!
Molten Gatekeeper
2.5 This can chip in lots of damage when you're going wide, and Unearth can make it do some nice damage out of the graveyard.
Obstinate Gargoyle
2.5 This starts out pretty inefficient, but you can give it flying easily enough -- and when it persists, it'll come back with Flying all on its own.
Annoyed Altisaur
4 It's expensive, but you're always going to get more than 7 mana worth of value, and sometimes it will be completely absurd.
Pack 3 Pick 10: Muster the Departed
Unstable Amulet
1.0 // 3.0 You can't play this unless you have lots of ways to produce energy, and if you do, it's a pretty awesome engine.
Muster the Departed
2 You need to get two 1/1s out of this pretty quickly for it to feel worth it. It does have engine potential, and can spit out several tokens over the course of a game -- but we've seen Morbid be surprisingly difficult to take advantage of in the past, so I'm skeptical.
Cranial Ram
2.5 You do need lots of artifacts to go off with this, but that's pretty likely in Black-Red.
Cyclops Superconductor
3 This can usually generate a 2-for-1, and Prowess can make it even better than that.
Kami of Jealous Thirst
2 The baseline here isn't great, but it is nice you can activate this ability for free if you've drawn enough cards. Especially because if you spent time drawing that many cards, you're probably pretty desperate to gain some life.
Pack 3 Pick 11: Hydra Trainer
Hydra Trainer
3.5 Like a lot of the adapt creatures, this starts with an ugly stat-line -- but it's going to get bigger and it's Exert trigger is incredibly good. Don't forget it can target itself and attack as a 5/5 on turn three.
Temperamental Oozewagg
2 This can come down and give some stuff trample reasonably often, and Adapt means it can give itself trample too.
Glimpse the Impossible
2 Early in the game, you are probably casting this for the ramp. Late in the game, you probably cast it to get card advantage. It won't ever feel ultra efficient, but it's unlikely to feel terrible either.
Nyxborn Hydra
2.5 It's never going to feel efficient, but it scales all game long, and in the late game it can let you push through lethal.
Golden-Tail Trainer
2.5 I don't love that this asks so much of you. Namely, you need to have a board with other creatures, they need to be modified, and Golden-Tail Trainer also needs to be augmented if it's ever going to survive combat.
Meltdown
0.5 This is a weird card for this format, because Red is one of the artifact-heavy sets in the format, so you don't really want to run this. Instead, you want to side it in against those types of decks.
Pack 3 Pick 13: Drossclaw
Siege Smash
2.5 This stats boost with trample is pretty nice for two mana, and the set has enough Artifacts for this to do some work against them too.
Drossclaw
1.5 This is a super inefficient creature up front, and a super inefficient equipment overall. It's an artifact though, so it's probably not a completely unplayable card.
Pack 3 Pick 14: Glimpse the Impossible
Glimpse the Impossible
2 Early in the game, you are probably casting this for the ramp. Late in the game, you probably cast it to get card advantage. It won't ever feel ultra efficient, but it's unlikely to feel terrible either.