Dreamdew Entrancer
4.5 This gives you a nice body while effectively removing a creature. And if that effect is underwhelming in a given situation, stunning your own thing is pretty intriguing. Especially if you have ways to blink or bounce the stunned creature.
Brightblade Stoat
3.5 This has great stats and keywords and White has plenty of ways to enhance it's stats to make it even scarier.
Feed the Cycle
3.5 This is Murder at worst, and it's often cheaper thanks to Forage.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Bushy Bodyguard
3 You want to Offspring this and Forage at least once, and that's pretty doable. If you do it once, you spend 4 for a 2/1 and a 3/3, and sometimes you can do it twice, which is even more efficient.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
Valley Rally
1.5 Mass pump like this is good in the right deck, and it's nice that this can be more of a combat trick sometimes.
Pack 1 Pick 2: Stocking the Pantry
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
Curious Forager
3 This is pretty bad when you can't get something back with it, but you can get that 2-for-1 often enough for it to be pretty good overall.
Stormcatch Mentor
2.5 A two mana 1/1 with Prowess is pretty bad, and while Haste and a cost reduction effect are nice, this doesn't do quite enough to overcome the bad baseline to be a really exciting signpost uncommon.
Calamitous Tide
1 This doesn't do enough for how much it costs. Bouncing can only give you tempo, and in an era of lots of ETBs it may not even give you that.
High Stride
1.5 This is a mediocre trick. It might be cheap, but it's better on defense and that's a really dangerous situation to be in with a trick, since your opponent is more likely to have mana up during combat on their turn.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Finch Formation
2.5 This is a Wind Drake with lots of upside! Gives something else flying, and in the late game it can send two creatures to the sky.
Pack 1 Pick 3: Stocking the Pantry
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
Wandertale Mentor
4 This is a great way to accelerate your mana, and if you drop it on two and play a 4-drop on three, this'll get it's first counter, and it's likely to grow from there.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Waterspout Warden
2.5 This will often have Flying, and while it's not quite a staight up three mana 3/2 flyer, it isn't that far either.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Nettle Guard
2 This has decent stats that can get a little better if you target it with something, and it gives you some maindeck hate against artifacts and enchantments, too.
Pack 1 Pick 4: Treeguard Duo
Brambleguard Veteran
4 Even if it's only giving itself +1/+1 and vigilance, it'll feel good -- but oftentimes it'll buff some other creatures too.
Driftgloom Coyote
4 Banisher Priest-like creatures are always great, and this one is extra beefy -- and gets beefier if you exile a low power creature. Adding to the board while removing something of your opponent's is simply one of the strongest things you can do.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Treeguard Duo
2 This ETB can be a big deal, almost giving you a free attack if your board is wide enough. It also doesn't always have a big impact.
Nightwhorl Hermit
2 A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
Sazacap's Brew
2 Thrill of Possibility tends to be passable in sets with a spell deck, and this has the added upside of a trick that can trigger Valiant.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Pack 1 Pick 5: Bushy Bodyguard
Rabid Gnaw
4 This is a great removal spell with real 2-for-1 potential, and if you can trigger valiant or Prowess at the same time it will feel particularly absurd.
Honored Dreyleader
3.5 It's great that this pays you off for what youv'e already done and what you will do, so it'll often grow a ton.
Bushy Bodyguard
3 You want to Offspring this and Forage at least once, and that's pretty doable. If you do it once, you spend 4 for a 2/1 and a 3/3, and sometimes you can do it twice, which is even more efficient.
Harnesser of Storms
3 This only lets you play the card until the end of your turn, but it's a pretty nice way to hit land drops early and a good way to hit more impactful cards late.
Raccoon Rallier
2 This would be a decent card in any format, but it's a free way to trigger valiant in this one, making it a bit better.
Treeguard Duo
2 This ETB can be a big deal, almost giving you a free attack if your board is wide enough. It also doesn't always have a big impact.
Nightwhorl Hermit
2 A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
Longstalk Brawl
2.5 Prey Upon isn't always good enough, so it's nice that you can give your opponent a Fish in situations where you need a little something extra.
Pack 1 Pick 6: Nocturnal Hunger
Blooming Blast
2.5 Never give your opponent the treaure early. It's a solid removal spell even without the gift part, but getting that Bolt late is pretty nice.
Nettle Guard
2 This has decent stats that can get a little better if you target it with something, and it gives you some maindeck hate against artifacts and enchantments, too.
Raccoon Rallier
2 This would be a decent card in any format, but it's a free way to trigger valiant in this one, making it a bit better.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
Bonecache Overseer
1.5 // 3.5 This is a nice buildaround for the Black/Green deck, which can draw cards with this often enough to generate some serious value.
Pack 1 Pick 7: Bakersbane Duo
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
War Squeak
2 If you're a really aggressive Red/White or Red/black deck, you'll use this. The buff is real, triggers valiant, and shutting off a block can lead to lots of damage out of nowhere.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Wax-Wane Witness
3 This has surprisingly beefy stats for a Common, and will often be able to attack as a 3/4 or larger.
Sonar Strike
2.5 This'll feel pretty efficient when you have a nice target, especially if you're gaining life. However, even if this can hit attacking, blocking, and tapped creatures, it's inability to get a creature out of the way before it blocks, and the fact it can't deal with things with more than 4 toughness make it too restrictive to be great.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Pack 1 Pick 8: Rust-Shield Rampager
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Sonar Strike
2.5 This'll feel pretty efficient when you have a nice target, especially if you're gaining life. However, even if this can hit attacking, blocking, and tapped creatures, it's inability to get a creature out of the way before it blocks, and the fact it can't deal with things with more than 4 toughness make it too restrictive to be great.
Raccoon Rallier
2 This would be a decent card in any format, but it's a free way to trigger valiant in this one, making it a bit better.
Carrot Cake
2 So, if you take all the parts together here – you pay 4 mana for 3 life and two 1/1s that scry 1. That’s not horrendous to begin with, and you can pay it for it in installments.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
Pack 1 Pick 9: Bushy Bodyguard
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Bushy Bodyguard
3 You want to Offspring this and Forage at least once, and that's pretty doable. If you do it once, you spend 4 for a 2/1 and a 3/3, and sometimes you can do it twice, which is even more efficient.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Valley Rally
1.5 Mass pump like this is good in the right deck, and it's nice that this can be more of a combat trick sometimes.
Pack 1 Pick 10: High Stride
Calamitous Tide
1 This doesn't do enough for how much it costs. Bouncing can only give you tempo, and in an era of lots of ETBs it may not even give you that.
Finch Formation
2.5 This is a Wind Drake with lots of upside! Gives something else flying, and in the late game it can send two creatures to the sky.
High Stride
1.5 This is a mediocre trick. It might be cheap, but it's better on defense and that's a really dangerous situation to be in with a trick, since your opponent is more likely to have mana up during combat on their turn.
Finch Formation
2.5 This is a Wind Drake with lots of upside! Gives something else flying, and in the late game it can send two creatures to the sky.
Pack 1 Pick 11: Wandertale Mentor
Wandertale Mentor
4 This is a great way to accelerate your mana, and if you drop it on two and play a 4-drop on three, this'll get it's first counter, and it's likely to grow from there.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Waterspout Warden
2.5 This will often have Flying, and while it's not quite a staight up three mana 3/2 flyer, it isn't that far either.
Pack 1 Pick 12: Treetop Sentries
Nightwhorl Hermit
2 A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Pack 1 Pick 13: Nightwhorl Hermit
Nightwhorl Hermit
2 A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
Pack 2 Pick 1: Longstalk Brawl
Three Tree City
0 You need four creatures with the same type in play for this to net you mana, and even in this format that's way too big of an ask. This just isn't for Limited.
Mindwhisker
3 The stat-line is rough, but it helps you set up threshold and is a powerful threshold payoff itself.
Valley Rally
1.5 Mass pump like this is good in the right deck, and it's nice that this can be more of a combat trick sometimes.
Calamitous Tide
1 This doesn't do enough for how much it costs. Bouncing can only give you tempo, and in an era of lots of ETBs it may not even give you that.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
Longstalk Brawl
2.5 Prey Upon isn't always good enough, so it's nice that you can give your opponent a Fish in situations where you need a little something extra.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Scales of Shale
1 // 3.0 This isn't going to be a good trick if you're usually paying 3 for it, but if you're black/red and can pay one Black for it consistent, it's a super potent combat trick. One that can blank removal and win virtually any combat.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Short Bow
2.5 This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
Pack 2 Pick 2: Darkstar Augur
Starfall Invocation
5 This is a sweeper that reanimates your best creature that got destroyed. That's insane, even if you do have to give your opponent a card to make it happen.
Darkstar Augur
5 You almost always want to go with the Offspring here. 4 mana for a 2/3 flyer and a 1/1 flyer that draw you a bunch of cards is great! You do need to make sure you don't have a high curve and/or some ways to gain life, but the fact you get these two bodies that draw you cards means even one removal spell isn't going to prevent you from outcarding your opponent.
Bandit's Talent
3 This is a nice discard spell in the early game, and later in the game it can pressure your opponent and even draw you cards.
Brazen Collector
3.5 A two mana 2/1 with First Strike is a nice creature and this can generate some extra mana, which every deck's going to be happy with in the early game.
Brightblade Stoat
3.5 This has great stats and keywords and White has plenty of ways to enhance it's stats to make it even scarier.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Mind Spiral
2.5 You really only want one of these because they don't really add to the board and are kind of clunky, but that first one is pretty nice. If you give your opponent a fish, you can also stun their best creature, increasing your chances of making it to your next turn to take advantage of all those cards.
Diresight
2 This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
Longstalk Brawl
2.5 Prey Upon isn't always good enough, so it's nice that you can give your opponent a Fish in situations where you need a little something extra.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Pack 2 Pick 3: Overprotect
Overprotect
3 This is a great trick that blanks removal, helps a creature when virtually any combat, and trample over for tons of damage. You can't really ask for more from a trick.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Calamitous Tide
1 This doesn't do enough for how much it costs. Bouncing can only give you tempo, and in an era of lots of ETBs it may not even give you that.
Moonstone Harbinger
3 A three mana 1/3 flying with deathtouch is a passable baseline, and triggering this is fairly easy -- and you're likely to have more bats in play, too.
Early Winter
1.5 This is the removal spell you use when you're really desperate. It's just too expensive to ever be efficient, even with two modes.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Run Away Together
2 When you can use this to bounce something your opponent doesn't want bounced and bounce something of yours you do want to bounce it feels really good, but it doesn't always line up that way.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
Pack 2 Pick 4: Starlit Soothsayer
Azure Beastbinder
4 This can't be blocked by anything that can kill it, and it's ability to turn creatures into blank 2/2s lasts into your opponent's turn! This can really alter the game in a big way, especially for a two drop.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Splash Portal
2 This is definitely at it's best in Blue-Green or Blue-Red. Blue-Green because you're more likely to have ETBs and Blue-Red because it's a spell that replaces itself. But, it's passable in the other Blue decks too.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Warren Elder
2.5 White is good at going wide, so having a two drop that can buff the whole board is something you're going to be after.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Agate Assault
2.5 This is a solid removal spell that can trade up sometimes, and the graveyard hate is relevant int he format too.
Starlit Soothsayer
2 This has almost-passable stats and a mediocre life gain trigger. You can play it, but you're never going to be happy about it.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Pack 2 Pick 5: Treeguard Duo
Stargaze
1 Sinking a bunch of mana into this draws you a bunch of cards and loads up your graveyard, but I just don't feel like you've got the time to do that in Limited formats these days -- especially when you have to pay life.
Hazardroot Herbalist
2.5 You need to be giving tokens +1/+0 and deathtouch for this to really shrine, but the baseline isn't too bad either.
Long River's Pull
2 Double Blue is rough for a counterspell in Limited, especially one that requires you to 2-for-1 yourself if you want to counter a noncreature spell.
Nettle Guard
2 This has decent stats that can get a little better if you target it with something, and it gives you some maindeck hate against artifacts and enchantments, too.
Wax-Wane Witness
3 This has surprisingly beefy stats for a Common, and will often be able to attack as a 3/4 or larger.
Mind Spiral
2.5 You really only want one of these because they don't really add to the board and are kind of clunky, but that first one is pretty nice. If you give your opponent a fish, you can also stun their best creature, increasing your chances of making it to your next turn to take advantage of all those cards.
Treeguard Duo
2 This ETB can be a big deal, almost giving you a free attack if your board is wide enough. It also doesn't always have a big impact.
Sonar Strike
2.5 This'll feel pretty efficient when you have a nice target, especially if you're gaining life. However, even if this can hit attacking, blocking, and tapped creatures, it's inability to get a creature out of the way before it blocks, and the fact it can't deal with things with more than 4 toughness make it too restrictive to be great.
Lifecreed Duo
2.5 This really enables lifegain strategies in Black/White, while also being good in the White go-wide deck and the blue-white bird deck.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Carrot Cake
2 So, if you take all the parts together here – you pay 4 mana for 3 life and two 1/1s that scry 1. That’s not horrendous to begin with, and you can pay it for it in installments.
Starlit Soothsayer
2 This has almost-passable stats and a mediocre life gain trigger. You can play it, but you're never going to be happy about it.
Heaped Harvest
1.5 This just feels out of place in this format. Ramping and multicolored stuff aren't a big theme here, and while you can sac this to Forage for value, it doesn't look good to me.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Pack 2 Pick 7: Druid of the Spade
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Daring Waverider
4 This is usually going to be a 6-mana 4/4 that kills something on ETB. Obviously it takes some set up to get there, but all you have to do is have cast a removal spell at some point in the game, so it's not that much set up.
Splash Portal
2 This is definitely at it's best in Blue-Green or Blue-Red. Blue-Green because you're more likely to have ETBs and Blue-Red because it's a spell that replaces itself. But, it's passable in the other Blue decks too.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Scales of Shale
1 // 3.0 This isn't going to be a good trick if you're usually paying 3 for it, but if you're black/red and can pay one Black for it consistent, it's a super potent combat trick. One that can blank removal and win virtually any combat.
Druid of the Spade
2.5 You can make this a 4/3 trampler pretty often. Any type of token buffs it too, whether it's a creature token or not.
Ravine Raider
3 This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
Pack 2 Pick 8: Tangle Tumbler
Tangle Tumbler
1.0 // 3.0 You can't turn this into a creature without tapping two tokens, so this isn't worth running in many decks in the format, but it looks good in Green/White and maybe Black/Green.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
High Stride
1.5 This is a mediocre trick. It might be cheap, but it's better on defense and that's a really dangerous situation to be in with a trick, since your opponent is more likely to have mana up during combat on their turn.
Diresight
2 This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
Pack 2 Pick 9: Scales of Shale
Mindwhisker
3 The stat-line is rough, but it helps you set up threshold and is a powerful threshold payoff itself.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Scales of Shale
1 // 3.0 This isn't going to be a good trick if you're usually paying 3 for it, but if you're black/red and can pay one Black for it consistent, it's a super potent combat trick. One that can blank removal and win virtually any combat.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Pack 2 Pick 10: Diresight
Mind Spiral
2.5 You really only want one of these because they don't really add to the board and are kind of clunky, but that first one is pretty nice. If you give your opponent a fish, you can also stun their best creature, increasing your chances of making it to your next turn to take advantage of all those cards.
Diresight
2 This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Pack 2 Pick 11: Mind Drill Assailant
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Calamitous Tide
1 This doesn't do enough for how much it costs. Bouncing can only give you tempo, and in an era of lots of ETBs it may not even give you that.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Pack 2 Pick 12: Thought Shucker
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Pack 2 Pick 13: Sonar Strike
Sonar Strike
2.5 This'll feel pretty efficient when you have a nice target, especially if you're gaining life. However, even if this can hit attacking, blocking, and tapped creatures, it's inability to get a creature out of the way before it blocks, and the fact it can't deal with things with more than 4 toughness make it too restrictive to be great.
Pack 3 Pick 1: Hidden Grotto
Hearthborn Battler
2.5 Remember this trigger is symmetrical! If you're an aggro deck it's likely to hurt your opponent more than it hurts you, and the stat-line is passable.
Stargaze
1 Sinking a bunch of mana into this draws you a bunch of cards and loads up your graveyard, but I just don't feel like you've got the time to do that in Limited formats these days -- especially when you have to pay life.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
Repel Calamity
2.5 This format has fewer big creatures than most, but this does go after power AND toughness, so it'll have a decent number of targets.
Agate-Blade Assassin
2 This helps you set up life gain payoffs for Black-white and life loss payoffs for black-red in the early game, but has pretty mediocre stats.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Pond Prophet
3 This is one of the best creatures to blink, and a two mana 1/1 that draws you a card on ETB is a nice card to begin with.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Nettle Guard
2 This has decent stats that can get a little better if you target it with something, and it gives you some maindeck hate against artifacts and enchantments, too.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 3 Pick 2: Longstalk Brawl
For the Common Good
1.5 If you can make a couple copies with this it doesn't feel too bad, but it doesn't seem great either. In the late game you can generate lots of copies, but it's pretty mediocre until then.
Hazardroot Herbalist
2.5 You need to be giving tokens +1/+0 and deathtouch for this to really shrine, but the baseline isn't too bad either.
Plumecreed Mentor
3 If you can put a counter somewhere when this enters it feels great, and there's potential for more counters after that.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Waterspout Warden
2.5 This will often have Flying, and while it's not quite a staight up three mana 3/2 flyer, it isn't that far either.
Lifecreed Duo
2.5 This really enables lifegain strategies in Black/White, while also being good in the White go-wide deck and the blue-white bird deck.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
Shore Up
5 If you're behind, you can make a token copy of your best creature and then bounce everything else. If you're at parity or ahead, you can make two token copies of your best creature and then draw a card. Either way, you're very likely to win the game.
Longstalk Brawl
2.5 Prey Upon isn't always good enough, so it's nice that you can give your opponent a Fish in situations where you need a little something extra.
Head of the Homestead
3.5 5-mana for a 3/2 and two 1/1s would be pretty good in any format, but this one has tons of payoffs for Rabbits and tokens and going wide more broadly, so this is going to punch above its weightclass.
Pack 3 Pick 3: Curious Forager
Curious Forager
3 This is pretty bad when you can't get something back with it, but you can get that 2-for-1 often enough for it to be pretty good overall.
Daring Waverider
4 This is usually going to be a 6-mana 4/4 that kills something on ETB. Obviously it takes some set up to get there, but all you have to do is have cast a removal spell at some point in the game, so it's not that much set up.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
Sinister Monolith
2.5 This is a bit expensive for something that doesn't exactly add to the board, but you do get the first life drain trigger the turn you play it, and it can quickly snowball from there. Being able to cash it in for cards is no small thing, either.
Rabbit Response
1 // 2.5 If you're good at going wide, this'll be a solid inclusion in your deck. If you're not, it's pretty bad.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Pack 3 Pick 4: Three Tree Rootweaver
Fireglass Mentor
3 This is a strong payoff for hitting your opponent -- something you're going to do in aggro decks pretty naturally.
Three Tree Scribe
3 This pays you off quite nicely for blinking or bouncing your stuff, which is great if you're getting value out of those effects already.
Playful Shove
2.5 If you pick off an X/1 with this it feels great, but it's also a sneaky way to trigger Valiant, and it replaces itself so it works nicely in spell decks too.
Diresight
2 This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
Corpseberry Cultivator
2 This card's value comes from growing even when something else forages, because foraging just for a single +1/+1 counter isn't great.
Three Tree Rootweaver
2.5 It's a little sad this doesn't have a relevant creature type, but a two mana 1/3 that can tap for mana of any color is a solid card.
Pearl of Wisdom
2.5 Divination isn't always good in Limited these days, as you need to add to the board. But this will cost two mana reasonably often, and that's a huge upgrade.
Rabbit Response
1 // 2.5 If you're good at going wide, this'll be a solid inclusion in your deck. If you're not, it's pretty bad.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Pack 3 Pick 5: Savor
Stormcatch Mentor
2.5 A two mana 1/1 with Prowess is pretty bad, and while Haste and a cost reduction effect are nice, this doesn't do quite enough to overcome the bad baseline to be a really exciting signpost uncommon.
Three Tree Scribe
3 This pays you off quite nicely for blinking or bouncing your stuff, which is great if you're getting value out of those effects already.
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
Wax-Wane Witness
3 This has surprisingly beefy stats for a Common, and will often be able to attack as a 3/4 or larger.
Spellgyre
2 Neither option is very good here on it's own -- it's just too much mana for these effects. But the modality is enough to make it playable.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Pack 3 Pick 7: Hidden Grotto
Fireglass Mentor
3 This is a strong payoff for hitting your opponent -- something you're going to do in aggro decks pretty naturally.
Harnesser of Storms
3 This only lets you play the card until the end of your turn, but it's a pretty nice way to hit land drops early and a good way to hit more impactful cards late.
Parting Gust
3 This can be a nice way to blink one of your creatures, and if you give your opponent a fish, it can be removal too! Giving your opponent a fish does obviously make that significantly worse. While you do remove something, you give your opponent something back so it's not quite a 1-for-1. However, it has an alternate mode and exile is pretty nice removal.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Pack 3 Pick 8: Corpseberry Cultivator
Starforged Sword
1.5 The first equip being free is going to be worth a fish a decent chunk of the time, especially if you trigger valiant. It's super clunky after that though, and handing your opponent a chump blocker when you want to make a creature big is definitely a downside.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Wax-Wane Witness
3 This has surprisingly beefy stats for a Common, and will often be able to attack as a 3/4 or larger.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Corpseberry Cultivator
2 This card's value comes from growing even when something else forages, because foraging just for a single +1/+1 counter isn't great.
Pack 3 Pick 9: Rust-Shield Rampager
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 3 Pick 10: Gossip's Talent
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Waterspout Warden
2.5 This will often have Flying, and while it's not quite a staight up three mana 3/2 flyer, it isn't that far either.
Lifecreed Duo
2.5 This really enables lifegain strategies in Black/White, while also being good in the White go-wide deck and the blue-white bird deck.
Shore Up
5 If you're behind, you can make a token copy of your best creature and then bounce everything else. If you're at parity or ahead, you can make two token copies of your best creature and then draw a card. Either way, you're very likely to win the game.
Pack 3 Pick 11: Treetop Sentries
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 3 Pick 12: Diresight
Diresight
2 This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
Rabbit Response
1 // 2.5 If you're good at going wide, this'll be a solid inclusion in your deck. If you're not, it's pretty bad.