Portent of Calamity
1 This is tough to make work in Limited, since you have to hit a bunch of cards with different types to take full advantage of it. Oftentimes you'll draw like two cards off of this despite spending a lot on it, and you just can't do that.
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.
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.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
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.
Pack 1 Pick 2: Heartfire Hero
Helga, Skittish Seer
4 Casting her is a bit of a challenge, but if you just get her triggered ability a single time it will have been worth it. And, because she can tap for mana, there's a chance you can just keep casting things as you draw them.
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.
Heartfire Hero
2.5 If you drop this on one and can support it with targeted effects, it can run away with the game.
Starseer Mentor
3.5 This stat-line is actually pretty great alongside Flying and Vigilance, and while the life change payoff isn't insane the first time, it's the kind of thing that can really snowball.
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
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.
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.
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.
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.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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: Might of the Meek
Lumra, Bellow of the Woods
3.5 This is mostly just a big french vanilla creature in Limited and that's pretty good -- but it's not amazing.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
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.
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.
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.
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.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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.
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.
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 1 Pick 4: Coruscation Mage
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.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
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.
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.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Pack 1 Pick 5: Roughshod Duo
Huskburster Swarm
1.5 // 3.5 This is a pretty sweet buildaround for the two graveyard decks in the format. This creature is huge and impossible to block without at best getting 2-for-1'd.
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.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
Pack 1 Pick 6: Parting Gust
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.
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.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Pack 1 Pick 7: Rabbit Response
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.
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.
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.
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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 1 Pick 8: Alania's Pathmaker
Ruthless Negotiation
2 This can generate a 3-for-1 in an ideal world, and it's nice that at a minimum you get to draw a card when you flash it back.
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.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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 1 Pick 9: War Squeak
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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 1 Pick 10: Tempest Angler
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.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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: Tempest Angler
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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 1 Pick 12: Starforged Sword
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.
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 1 Pick 13: Shore Up
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 2 Pick 1: Quaketusk Boar
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.
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.
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.
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.
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.
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.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
Pack 2 Pick 2: Rabid Gnaw
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.
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.
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.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
Pack 2 Pick 3: Mouse Trapper
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.
Mouse Trapper
2.5 Tapping blockers is really strong when you're an aggro deck, and you're likely to be if you're in White.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
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.
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.
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.
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 4: Agate Assault
Dewdrop Cure
2 Three mana to reanimate two small creatures is a pretty good deal, but how often will you have stuff in the graveyard to get back? Not often enough for this to always make the cut.
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.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard 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.
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.
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.
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 5: Rabid Gnaw
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 6: Mabel's Mettle
Mabel's Mettle
2 This has 2-for-1 upside since it buffs two creatures, and it's also a great way to trigger valiant at instant speed.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
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 7: Playful Shove
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.
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.
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.
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.
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Pack 2 Pick 8: Lifecreed Duo
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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 2 Pick 9: Rockface Village
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.
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.
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.
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.
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Pack 2 Pick 11: War Squeak
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.
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.
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 2 Pick 12: Diresight
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.
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.
Rottenmouth Viper
4.5 This ETB and attack trigger gets to be a pretty big problem, especially when you can trigger it more than once, and the Viper lets you do that. You get the first trigger no matter what, and if the Viper doesn't get taken down, your opponent is going to have some tough decisions to make when it attacks. And you can even get it into play ahead of schedule sometimes!
Vinereap Mentor
4 This is a ton of value for only two mana. Two food tokens are pretty close to a full card of value in this format.
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.
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.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger 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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
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.
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.
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.
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 3 Pick 2: Feather of Flight
Jolly Gerbils
3 Many of the gift cards in the set are solid cards when you don't gift, and you have to think about whether or not giving your opponent something is worth the extra effect you're going to get. Jolly Gerbils makes that equation a lot simpler -- you should just always gift, because you're going to come out ahead and get a more powerful version of the card.
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.
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
Helga, Skittish Seer
4 Casting her is a bit of a challenge, but if you just get her triggered ability a single time it will have been worth it. And, because she can tap for mana, there's a chance you can just keep casting things as you draw them.
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.
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.
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.
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.
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.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
Pack 3 Pick 4: Take Out the Trash
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.
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.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
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.
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.
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 5: Rockface Village
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.
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 3 Pick 6: Playful Shove
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.
Ruthless Negotiation
2 This can generate a 3-for-1 in an ideal world, and it's nice that at a minimum you get to draw a card when you flash it back.
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.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Pack 3 Pick 7: Thistledown Players
Mindwhisker
3 The stat-line is rough, but it helps you set up threshold and is a powerful threshold payoff itself.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Pack 3 Pick 8: Wildfire Howl
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
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.
Pack 3 Pick 9: Shoreline Looter
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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.
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.
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 3 Pick 10: Steampath Charger
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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 11: 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.
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.
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 12: Run Away Together
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.
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 13: Stocking the Pantry
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.