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.
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.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
Rabbit Response
1 // 2.5 If you're good at going wide, this'll be a solid inclusion in your deck. If you're not, it's pretty bad.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
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.
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.
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.
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.
Baylen, the Haymaker
3 This is a powerful token payoff, even if it is hard to cast. You won't always get Baylen's abilities online, but you're going to do it often enough for it be worth the splash in Green-White decks.
Pack 1 Pick 2: Banishing Light
Repel Calamity
2.5 This format has fewer big creatures than most, but this does go after power AND toughness, so it'll have a decent number of targets.
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.
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.
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.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
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-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.
Pack 1 Pick 3: Burrowguard Mentor
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.
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.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
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 1 Pick 4: Galewind Moose
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.
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.
Eddymurk Crab
1.5 // 3.5 You need to be a deck with lots of instants and sorceries to make this work, and that's a little frustrating in this set because most of the payoffs for this kind of thing look at noncreature spells more broadly. This'll work in UR and UB a decent chunk of the time and be pretty good, but even in those decks you don't alawys have enough instants and sorceries to feel good about playing this.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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.
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.
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.
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.
Fabled Passage
3 This is good fixing that you'll run in any two-color deck too. Getting that land untapped from the mid game on is a big upgrade from Evolving Wilds.
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.
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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 1 Pick 6: Three Tree Rootweaver
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.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
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.
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.
Pack 1 Pick 7: Repel Calamity
Repel Calamity
2.5 This format has fewer big creatures than most, but this does go after power AND toughness, so it'll have a decent number of targets.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Pack 1 Pick 8: Pileated Provisioner
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
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.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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 1 Pick 9: Rabbit Response
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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.
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.
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.
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 1 Pick 10: Treetop Sentries
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
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-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.
Pack 1 Pick 11: Steampath Charger
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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.
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 1 Pick 12: Lupinflower Village
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.
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.
Pack 2 Pick 1: Hired Claw
Wick, the Whorled Mind
4.5 The baseline is a 4-mana 2/4 that makes a 1/1, and that Snail is likely to grow! You should try to splash for the activated ability too, since it draw you tons of cards and even finish off your opponent.
Hired Claw
4 This is pretty easy to grow in most decks, especially if you've got lots of lizards around. It triggers itself too, so you can attack with it on two, leaving up two mana, at which point your opponent just has to take the hit, and it's likely to grow later in the game too.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
Fell
3.5 This is super efficient to remove any creature, although being a Sorcery means you aren't going to produce many blowouts.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
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.
Pack 2 Pick 2: Head of the Homestead
Salvation Swan
4.5 This can do so many different super powerful things. You can flash it in to help a creature dodge removal, and then give it flying. You can also flash it in to ambush block something while making your best creature a flyer, and the fail case is still a nice flyer that brings something else into the air with it.
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.
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.
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.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger 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.
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.
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.
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.
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.
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 3: Banishing Light
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.
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.
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.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
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.
Pack 2 Pick 4: For the Common Good
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.
Short Bow
2.5 This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Reptilian Recruiter
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.
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.
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.
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.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
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 6: Carrot Cake
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.
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.
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.
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.
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.
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.
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.
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 7: Warren Elder
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.
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.
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.
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.
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.
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.
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.
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.
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.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
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.
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.
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.
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.
Pack 2 Pick 10: Salvation Swan
Salvation Swan
4.5 This can do so many different super powerful things. You can flash it in to help a creature dodge removal, and then give it flying. You can also flash it in to ambush block something while making your best creature a flyer, and the fail case is still a nice flyer that brings something else into the air with it.
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.
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.
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 11: Thistledown Players
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
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.
Pack 2 Pick 12: Short Bow
Short Bow
2.5 This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
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.
Pack 2 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 3 Pick 1: Starfall Invocation
Starfall Invocation
5 This is a sweeper that reanimates your best creature that got destroyed. That's insane, even if you do have to give your opponent a card to make it happen.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
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.
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.
Persistent Marshstalker
2.5 This will often have high power, and it can just keep coming back by the mid-to-late game, and it's often going to have enough power that your opponent has to block it.
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.
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.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 3 Pick 2: Head of the Homestead
Manifold Mouse
3.5 There are lots of mice in the format and if nothing else, the Mouse can target itself -- and so can the Offspring. It's also a free way to get multiple valiant triggers in a turn.
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.
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.
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.
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.
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.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Pack 3 Pick 3: Driftgloom Coyote
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.
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.
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.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
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.
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.
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.
Pack 3 Pick 4: Bushy Bodyguard
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.
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.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
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.
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 5: Three Tree Rootweaver
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
Pack 3 Pick 6: 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.
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.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
Pack 3 Pick 7: Take Out the Trash
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.
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.
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.
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.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
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 3 Pick 8: Warren Elder
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.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
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 9: Burrowguard Mentor
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
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.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 3 Pick 10: Starseer Mentor
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.
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.
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.
Pack 3 Pick 11: Festival of Embers
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.
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.
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.
Pack 3 Pick 12: Sazacap's Brew
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.
Pack 3 Pick 13: Thistledown Players
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.