Fecund Greenshell
5 The baseline here is a 2-for-1 that adds a big body to the board, and triggering this more than once is very doable. Then, in the extreme late game it just wins you the game.
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.
Feather of Flight
3 This is a great aura because it has Flash and it replaces itself up front, while sending your best creature into the air.
Coruscation Mage
3 This is a nice spell payoff, especially when you can Offspring. If you have lots of cheap spells, you can lower your opponent's life total in a hurry.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
Thornplate Intimidator
2.5 Even withotu Offspring this would be a solid 4-drop, so the fact you can run this out late and get this punisher trigger twice is pretty sweet.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Pack 1 Pick 2: Three Tree Rootweaver
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.
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.
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.
Pawpatch Formation
2 Drawing a card and making a food is always a passable effect, and when the other two modes are good, they tend to be really good.
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.
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.
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.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Junkblade Bruiser
2.5 A 5-mana 4/5 with Trample isn't great, but it's not a disaster either, and if you can buff this at instant speed it can produce some blowouts.
Seedpod Squire
2.5 A 4-mana 3/3 Flyer isn't as good as it used to be, but it's still a passable stat-line, and this will often enable another one of your creature's to attack when it attacks.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 1 Pick 3: Hivespine Wolverine
Harvestrite Host
3 The baseline here is solid, but the card gets really insane when you have multiple ways to make multiple rabbits -- and there are ways to do that at Common and Uncommon.
Hivespine Wolverine
3.5 The +1/+1 counter mode is the one that'll come up the most often and it's a pretty good deal -- but when you can naturalize something or take down a problematic token, that'll feel pretty good too.
Fell
3.5 This is super efficient to remove any creature, although being a Sorcery means you aren't going to produce many blowouts.
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Intrepid Rabbit
3.5 4 mana for a 3/2 and a 1/1 is a card you'll play pretty often, and this has the upside of being more flexible than that and having an ETB ability. One you'll get twice when you Offspring.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Conduct Electricity
2.5 It's not efficient, but it can deal with most creatures -- and their offspring, so having one of these is kind of a necessary evil in many Red decks.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
Pack 1 Pick 4: Stickytongue Sentinel
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Intrepid Rabbit
3.5 4 mana for a 3/2 and a 1/1 is a card you'll play pretty often, and this has the upside of being more flexible than that and having an ETB ability. One you'll get twice when you Offspring.
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.
Fountainport Bell
2 Fixing isn't at a high premium in this format, or this would be better. It is a decent way to fix, and can load your graveyard for Forage.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Sunshower Druid
3 This gives you a lot for only one mana. It's fine as one mana 1/3 that gains you 1 life, and in the late game you can put the counter somewhere more meaningful.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
Pack 1 Pick 5: Plumecreed Escort
Plumecreed Escort
4 A two mana 2/1 with Flash and Flying is a playable card, and this can often generate a 2-for-1 by blanking a removal spell.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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.
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.
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.
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.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
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.
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.
Pack 1 Pick 6: Stickytongue Sentinel
Flowerfoot Swordmaster
2.5 This is a really good Valiant trigger when you've got enough Mice, and you're likely to in Red-White.
Lightshell Duo
2.5 This slots well into spell decks and threshold decks, while sporting some solid stats that you can always threaten to grow.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
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.
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.
Pack 1 Pick 7: Dazzling Denial
Peerless Recycling
2.5 You have to make a choice with Peerless Recycling -- is giving your opponent a random card from their deck better than you getting another permanent back from your graveyard? Most of the time, I think you do give them the card.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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.
Pack 1 Pick 8: Plumecreed Escort
Plumecreed Escort
4 A two mana 2/1 with Flash and Flying is a playable card, and this can often generate a 2-for-1 by blanking a removal spell.
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.
Lightshell Duo
2.5 This slots well into spell decks and threshold decks, while sporting some solid stats that you can always threaten to grow.
Thornplate Intimidator
2.5 Even withotu Offspring this would be a solid 4-drop, so the fact you can run this out late and get this punisher trigger twice is pretty sweet.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Pack 1 Pick 9: Waterspout Warden
Feather of Flight
3 This is a great aura because it has Flash and it replaces itself up front, while sending your best creature into the air.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Pack 1 Pick 10: Bellowing Crier
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Seedpod Squire
2.5 A 4-mana 3/3 Flyer isn't as good as it used to be, but it's still a passable stat-line, and this will often enable another one of your creature's to attack when it attacks.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 1 Pick 11: Dazzling Denial
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Conduct Electricity
2.5 It's not efficient, but it can deal with most creatures -- and their offspring, so having one of these is kind of a necessary evil in many Red decks.
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 12: Splash Portal
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.
Pack 1 Pick 13: Stormcatch Mentor
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.
Pack 2 Pick 1: Treeguard Duo
Valley Flamecaller
4 This will make most of your creatures hit harder, and it's effectively a three mana 4/3 itself.
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.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
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.
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.
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.
Take Out the Trash
3.5 Two mana instants that do 3 are always great, and you'll rummage with this a decent chunk of the time too.
Bonebind Orator
2 It has passable stats and in the late game it's a way (albeit a costly way) to get something back from the graveyard. A bit awkward alongside Forage, though.
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.
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.
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.
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.
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 2: Daring Waverider
Into the Flood Maw
2.5 Cheap spells are extra good in formats with spell triggers, and this is one of those. Plus, Unsummon's a pretty solid card anyway.
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.
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.
Flamecache Gecko
3 This can enable some really nice early starts, where you have a one drop and two two-drops in play on turn two. It has diminishing returns later in the game, but at a minimum you can use it's ability with the mana it produces.
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.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 2 Pick 3: Longstalk Brawl
Dawn's Truce
0 This style of card is always too narrow in Limited. It ony does something meaningful in very specific scenarios, and that type of card is a massive liability.
Seedglaive Mentor
3 A three mana 3/2 with Vigilance and Haste is a great starting point, and there are plenty of ways to trigger Valiant in this format.
Bonebind Orator
2 It has passable stats and in the late game it's a way (albeit a costly way) to get something back from the graveyard. A bit awkward alongside Forage, though.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Oakhollow Village
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
Lilypad Village
2.5 Surveil 2 for one mana is a pretty nice ability to have on a land, even if you can't trigger it all the time.
Flowerfoot Swordmaster
2.5 This is a really good Valiant trigger when you've got enough Mice, and you're likely to in Red-White.
Oakhollow Village
2.5 This works extra well with cards that make multiple bodies with these creature types.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Thornplate Intimidator
2.5 Even withotu Offspring this would be a solid 4-drop, so the fact you can run this out late and get this punisher trigger twice is pretty sweet.
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.
Pack 2 Pick 5: Longstalk Brawl
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.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Star Charter
1.5 // 4 If you are good at gaining or losing life, this is going to be one of the best cards in your deck. In that kind of deck, the trigger is basically an ETB ability, and you're virtually always going to draw a card off the trigger. But if you can't consistently trigger it, it's a pretty mediocre creature.
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.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
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.
Pack 2 Pick 6: Stickytongue Sentinel
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.
Reptilian Recruiter
2 This kind of effect can close out games sometimes, but it also frequently does nothing, and the base stat-line here is kind of rough. Is a sneaky way to trigger valiant on your own stuff, too.
Seedglaive Mentor
3 A three mana 3/2 with Vigilance and Haste is a great starting point, and there are plenty of ways to trigger Valiant in this format.
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.
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.
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.
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 7: Thundertrap Trainer
Thundertrap Trainer
3.5 This will often give you a 2-for-1 in the early game, and later in the game you're likely to draw two cards when you Offspring.
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.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Pack 2 Pick 8: Run Away Together
Junkblade Bruiser
2.5 A 5-mana 4/5 with Trample isn't great, but it's not a disaster either, and if you can buff this at instant speed it can produce some blowouts.
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.
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.
Fountainport Bell
2 Fixing isn't at a high premium in this format, or this would be better. It is a decent way to fix, and can load your graveyard for Forage.
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.
Pack 2 Pick 9: Calamitous Tide
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.
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.
Bonebind Orator
2 It has passable stats and in the late game it's a way (albeit a costly way) to get something back from the graveyard. A bit awkward alongside Forage, though.
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 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 10: Thought Shucker
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
Pack 2 Pick 11: Dawn's Truce
Dawn's Truce
0 This style of card is always too narrow in Limited. It ony does something meaningful in very specific scenarios, and that type of card is a massive liability.
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.
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 2 Pick 12: Lilypad Village
Lilypad Village
2.5 Surveil 2 for one mana is a pretty nice ability to have on a land, even if you can't trigger it all the time.
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.
Pack 3 Pick 1: Clifftop Lookout
Sunspine Lynx
3 These are decent stats, but most of the upside on this card is irrelevant or not very important in Limited, although Black/White being a life gain deck helps a little.
Feather of Flight
3 This is a great aura because it has Flash and it replaces itself up front, while sending your best creature into the air.
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.
Clifftop Lookout
3.5 This is a 2-for-1 that ramps your mana, and not a bad body to blink in the Blue-Green deck.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Sunshower Druid
3 This gives you a lot for only one mana. It's fine as one mana 1/3 that gains you 1 life, and in the late game you can put the counter somewhere more meaningful.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
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.
Psychic Whorl
1.5 This is Mind Rot with minimal upside, so not usually something you want to run. It can generate a 2-for-1 early, but because you don't add to the board when you do it the impact is pretty small, and in the late game it does even less.
Pack 3 Pick 2: Dire Downdraft
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.
Lilypad Village
2.5 Surveil 2 for one mana is a pretty nice ability to have on a land, even if you can't trigger it all the time.
Consumed by Greed
3.5 This is a solid removal spell as a baseline, and sometimes it'll be worth giving your opponent a card to get a good creature back from your graveyard.
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.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
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.
Bonebind Orator
2 It has passable stats and in the late game it's a way (albeit a costly way) to get something back from the graveyard. A bit awkward alongside Forage, though.
Pack 3 Pick 3: Lilysplash Mentor
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.
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.
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.
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.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
Pack 3 Pick 4: Lilysplash Mentor
Peerless Recycling
2.5 You have to make a choice with Peerless Recycling -- is giving your opponent a random card from their deck better than you getting another permanent back from your graveyard? Most of the time, I think you do give them the card.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
Pack 3 Pick 5: Long River Lurker
Byway Barterer
4 A three mana 3/3 with Menace is a nice aggressive creature, and this is likely to reload your hand in a big way.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Long River Lurker
3 You almost always have a free unblockable attack when this enters, since the creature blinks when it hits your opponent -- meaning it comes back into play untapped. If you're also triggering an ETB, you're really going to be in business.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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.
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.
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.
Pack 3 Pick 6: Valley Floodcaller
Valley Floodcaller
3.5 You'll buff most of your creatures when you cast noncreature spells, the problem is many decks in the format won't have that many of them.
Quaketusk Boar
3.5 It's nothing fancy, but it's a threat that has to be answered on many boardstates.
Flamecache Gecko
3 This can enable some really nice early starts, where you have a one drop and two two-drops in play on turn two. It has diminishing returns later in the game, but at a minimum you can use it's ability with the mana it produces.
Tidecaller Mentor
3.5 Once you have threshold this is nuts, and when you don't it's not too bad to run out on turn three.
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.
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.
Splash Lasher
3 This is pretty good whether you Offspring or not, since it adds a solid body to the board while temporarily removing something. It's a great ETB to abuse in Blue-Green, too.
Pack 3 Pick 7: Daring Waverider
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.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Fountainport Bell
2 Fixing isn't at a high premium in this format, or this would be better. It is a decent way to fix, and can load your graveyard for Forage.
Pack 3 Pick 8: Lightshell Duo
Downwind Ambusher
3.5 Flashing this in to ambush block something and kill an X/1 is very doable, and it also has the upside of killing damaged creatures sometimes.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
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.
Lightshell Duo
2.5 This slots well into spell decks and threshold decks, while sporting some solid stats that you can always threaten to grow.
Daggerfang Duo
2 The stat-line is rough, but it helps you load your graveyard for Black-Green and Blue-Black, and it can trade for anything. That's less valuable on a three drop for sure, but it's something.
Pack 3 Pick 9: Otterball Antics
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Sunshower Druid
3 This gives you a lot for only one mana. It's fine as one mana 1/3 that gains you 1 life, and in the late game you can put the counter somewhere more meaningful.
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.
Pack 3 Pick 10: Run Away Together
Lilypad Village
2.5 Surveil 2 for one mana is a pretty nice ability to have on a land, even if you can't trigger it all the time.
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.
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.
Pack 3 Pick 11: Long River's Pull
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.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Pack 3 Pick 12: Skyskipper Duo
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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 13: Waterspout Warden
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.