Zoraline, Cosmos Caller
5 You usually want to wait until you get to 5 mana so that you start out with a 2-for-1, and then Zoraline threatens to keep reanimating things and gaining life on subsequent turns too.
Wick's Patrol
4 This is a 6-mana 5/3 that kills a creature, and it'll often kill a substantial creature. The mill trigger is nice too, as it not only makes the Patrol more likely to kill something good, it also sets up Forage and Threshold.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 2: Nocturnal Hunger
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.
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.
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
Hop to It
3.5 Three bodies for three mana is a nice deal, especially in a format where White wants to go wide and can get extra value out of tokens.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
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.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
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.
Pack 1 Pick 3: Thought-Stalker Warlock
Festival of Embers
1 This has some potential, as it's been well established that casting spells from your graveyard is busted. However, spending 5 on this up front is a huge liability, and you need action in your graveyard for it to do anything on your next turn, too.
Builder's Talent
0.5 // 2.5 It's tough to get enough noncreature nonlands to get this going, but if you can it's a pretty solid buildaround.
Thought-Stalker Warlock
4 Even if you can't do damage to your opponent, a three mana 2/2 menace that makes your opponent discard is great. When you do get to choose what they discard, it'll feel downright nasty.
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.
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.
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.
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.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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 1 Pick 4: Banishing Light
Rockface Village
2.5 This is a land that can trigger Valiant, and giving yoru stuff haste and a tiny buff is nice utility anyway.
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
Pack 1 Pick 5: Hazel's Nocturne
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.
Teapot Slinger
2.5 Shocking your opponent when you cast things that cost 4 or more is a real payoff, and the stat-line here is passable.
Hazel's Nocturne
3 The first copy of this should be valued relatively highly, as it's the kind of card that wins games late. Getting two creatures back at instant speed and draining the opponent 2 life is a big swing, especially when you untap and play the best creature that was in your graveyard.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
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.
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Pack 1 Pick 6: Agate-Blade Assassin
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.
Oakhollow Village
2.5 This works extra well with cards that make multiple bodies with these creature types.
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
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.
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.
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.
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.
Pack 1 Pick 7: Thistledown Players
Artist's Talent
0 Even in a format with a spell deck, this won't usually deliver a card worth of value -- and it certainly won't repay you for all the mana you sink into it.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
Blacksmith's Talent
2.5 This is a nice way to trigger Valiant, and isn't a terrible card to have around even in aggro decks that are less interested in the mechanic.
Hazel's Nocturne
3 The first copy of this should be valued relatively highly, as it's the kind of card that wins games late. Getting two creatures back at instant speed and draining the opponent 2 life is a big swing, especially when you untap and play the best creature that was in your graveyard.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 10: Heirloom Epic
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
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.
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.
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.
Pack 1 Pick 11: Ravine Raider
Festival of Embers
1 This has some potential, as it's been well established that casting spells from your graveyard is busted. However, spending 5 on this up front is a huge liability, and you need action in your graveyard for it to do anything on your next turn, too.
Builder's Talent
0.5 // 2.5 It's tough to get enough noncreature nonlands to get this going, but if you can it's a pretty solid buildaround.
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 1 Pick 12: Sinister Monolith
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Pack 1 Pick 13: War Squeak
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.
Pack 2 Pick 1: Osteomancer Adept
Osteomancer Adept
3.5 If you can get this down once you have a stocked graveyard, you can really go off with it. Tapping it lets you cast as many creaures using forage as you want! You won't always have the graveyard and mana to do that of course, but the ceiling is legit.
Shrike Force
3 Even if you never do anything to buff this, you're getting a great creature for three mana, and White has plenty of ways to augment creatures.
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.
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Barkform Harvester
1.5 It's not hard to get enough creatures with the right type in this format, and this is pretty bad at hating on the graveyard, so there's not much of a reason to run this unless your draft went really wrong.
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.
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 2 Pick 2: Moonstone Harbinger
Coiling Rebirth
1.5 5 mana reanimation spells rarely perform well because it's hard to get 5 mana worth of value consistently. The gift part can help you do that, but at the cost of giving a card to your opponent, which doesn't seem great.
Oakhollow Village
2.5 This works extra well with cards that make multiple bodies with these creature types.
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.
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.
Mindwhisker
3 The stat-line is rough, but it helps you set up threshold and is a powerful threshold payoff itself.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with 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.
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
Pack 2 Pick 3: Starscape Cleric
Rockface Village
2.5 This is a land that can trigger Valiant, and giving yoru stuff haste and a tiny buff is nice utility anyway.
Starscape Cleric
2.5 Being unable to block is pretty brutal, but it's a fairly aggressive flyer that can bring a friend along, and when you can start triggering those life gain payoffs your opponent will be under some legitimate pressure.
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.
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.
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
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.
Pack 2 Pick 4: Cruelclaw's Heist
Cruelclaw's Heist
3.5 You almost always want to give the gift here, because you get to take the card after they draw -- and being able to cast the card you make them discard is amazing.
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.
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.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
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.
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 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.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
Sugar Coat
2.5 This is removal that doesn't exactly trade 1-for-1 since you leave something behind for your opponent to take advantage of. And if they are playing Black-Green or Black-White, they may even be able to get a full card worth of value out of food. But, it does shut down just about any creature.
Pack 2 Pick 6: Wax-Wane Witness
Hazel's Nocturne
3 The first copy of this should be valued relatively highly, as it's the kind of card that wins games late. Getting two creatures back at instant speed and draining the opponent 2 life is a big swing, especially when you untap and play the best creature that was in your graveyard.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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 2 Pick 7: Crumb and Get It
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
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 2 Pick 8: Early Winter
Hop to It
3.5 Three bodies for three mana is a nice deal, especially in a format where White wants to go wide and can get extra value out of tokens.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
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.
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.
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.
Pack 2 Pick 9: Moonrise Cleric
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Barkform Harvester
1.5 It's not hard to get enough creatures with the right type in this format, and this is pretty bad at hating on the graveyard, so there's not much of a reason to run this unless your draft went really wrong.
Pack 2 Pick 10: Starlit Soothsayer
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.
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.
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.
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
Pack 2 Pick 11: Ravine Raider
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.
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.
Pack 2 Pick 12: Alania's Pathmaker
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.
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 2 Pick 13: Thought Shucker
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Pack 3 Pick 1: Shrike Force
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.
Shrike Force
3 Even if you never do anything to buff this, you're getting a great creature for three mana, and White has plenty of ways to augment creatures.
Galewind Moose
3.5 Flashing this in to kill an attacker and then untapping is a pretty great feeling, and this is an imposing presence on just about any board.
Wildfire Howl
0.5 This is more of a sideboard card than anything. You can't really play this unless you're a Red deck that doesn't get hurt that badly by it, and that doesn't seem like a common occurence.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
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.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
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.
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 2: Savor
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.
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.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
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.
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.
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.
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Pack 3 Pick 3: Nettle Guard
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.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Starscape Cleric
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.
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.
Starscape Cleric
2.5 Being unable to block is pretty brutal, but it's a fairly aggressive flyer that can bring a friend along, and when you can start triggering those life gain payoffs your opponent will be under some legitimate pressure.
Quaketusk Boar
3.5 It's nothing fancy, but it's a threat that has to be answered on many boardstates.
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.
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.
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
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 3 Pick 5: Diresight
Gev, Scaled Scorch
4 Because casting a Lizard pings your opponent before it enters the battlefield, this makes all your Lizards enter with a counter, which is pretty strong, and putting counters on non-lizards isn't a massive challenge either.
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.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
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.
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 6: Cindering Cutthroat
Shoreline Looter
3 This lets you rip through your deck while loading your graveyard, and once you have threshold it becomes a card advantage engine.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
Pack 3 Pick 7: Ravine Raider
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.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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 3 Pick 8: Bandit's Talent
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.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Pack 3 Pick 9: Intrepid Rabbit
Wildfire Howl
0.5 This is more of a sideboard card than anything. You can't really play this unless you're a Red deck that doesn't get hurt that badly by it, and that doesn't seem like a common occurence.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
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.
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 10: Daggerfang Duo
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.
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.
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.
Pack 3 Pick 11: Lilysplash Mentor
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
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 3 Pick 12: Pearl of Wisdom
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.
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 13: Sazacap's Brew
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.