Darkstar Augur
5 You almost always want to go with the Offspring here. 4 mana for a 2/3 flyer and a 1/1 flyer that draw you a bunch of cards is great! You do need to make sure you don't have a high curve and/or some ways to gain life, but the fact you get these two bodies that draw you cards means even one removal spell isn't going to prevent you from outcarding your opponent.
Quaketusk Boar
3.5 It's nothing fancy, but it's a threat that has to be answered on many boardstates.
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.
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.
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.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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 1 Pick 2: Jackdaw Savior
Jackdaw Savior
4 This has reasonable aggressive flying stats and if you have something in your graveyard, your opponent is likely to get 2-for-1'd if they ever deal with it.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with 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.
Pack 1 Pick 3: Hop to It
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
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.
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.
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.
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.
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.
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 1 Pick 4: Feed the Cycle
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.
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.
Feed the Cycle
3.5 This is Murder at worst, and it's often cheaper thanks to Forage.
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.
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.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
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.
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 5: Daggerfang Duo
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.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
Pack 1 Pick 6: Sonar Strike
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.
Druid of the Spade
2.5 You can make this a 4/3 trampler pretty often. Any type of token buffs it too, whether it's a creature token or not.
Ravine Raider
3 This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Starlit Soothsayer
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.
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Pack 1 Pick 8: Moonrise Cleric
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.
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.
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.
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.
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.
Pack 1 Pick 9: Ruthless Negotiation
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.
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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.
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.
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.
Pack 1 Pick 11: Veteran Guardmouse
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
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.
Pack 1 Pick 12: Diresight
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.
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 13: Frilled Sparkshooter
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Pack 2 Pick 1: Star Charter
Season of Gathering
4.5 It's mostly about the first and third mode in Limited. Sometimes, just going with the first mode 5 times is going to break the game for you -- it's basically overrun. But when that can't win you the game, you can go for the buff and card draw, which can help you win a longer game.
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.
Wandertale Mentor
4 This is a great way to accelerate your mana, and if you drop it on two and play a 4-drop on three, this'll get it's first counter, and it's likely to grow from there.
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.
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.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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 2: Nocturnal Hunger
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.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
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.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
Pack 2 Pick 3: Crumb and Get It
Scavenger's Talent
1.5 This is probably too slow to really do what it wants you to do. You just can't sink all this mana into it and have the payoff be that you have a difficult-to-use reanimation effect.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
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.
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.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Pack 2 Pick 4: Banishing Light
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.
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.
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.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
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.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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.
Pack 2 Pick 5: Fell
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.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
Fell
3.5 This is super efficient to remove any creature, although being a Sorcery means you aren't going to produce many blowouts.
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.
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.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Pack 2 Pick 6: Sonar Strike
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
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.
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.
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.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Pack 2 Pick 7: Daggerfang Duo
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.
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.
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.
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.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Daggerfang Duo
2 The stat-line is rough, but it helps you load your graveyard for Black-Green and Blue-Black, and it can trade for anything. That's less valuable on a three drop for sure, but it's something.
Pack 2 Pick 8: Moonrise Cleric
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Pack 2 Pick 9: Thistledown Players
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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 10: Long River Lurker
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.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Pack 2 Pick 11: Scavenger's Talent
Scavenger's Talent
1.5 This is probably too slow to really do what it wants you to do. You just can't sink all this mana into it and have the payoff be that you have a difficult-to-use reanimation effect.
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.
Mind Drill Assailant
2 This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
Pack 2 Pick 12: Psychic Whorl
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.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
Pack 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
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.
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.
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.
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Nocturnal Hunger
3 This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
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.
Pack 3 Pick 2: Shrike Force
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.
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
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.
Short Bow
2.5 This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
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.
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.
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.
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.
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 3 Pick 3: Moonstone Harbinger
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
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.
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.
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.
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.
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.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
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.
Thundertrap Trainer
3.5 This will often give you a 2-for-1 in the early game, and later in the game you're likely to draw two cards when you Offspring.
Pack 3 Pick 4: Moonrise Cleric
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.
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Agate-Blade Assassin
2 This helps you set up life gain payoffs for Black-white and life loss payoffs for black-red in the early game, but has pretty mediocre stats.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Pack 3 Pick 5: Shrike Force
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 6: Fountainport Bell
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
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.
Fountainport Bell
2 Fixing isn't at a high premium in this format, or this would be better. It is a decent way to fix, and can load your graveyard for Forage.
Pack 3 Pick 7: Iridescent Vinelasher
Iridescent Vinelasher
3 If you're getting this landfall figure twice it puts your opponent under very real pressure, and it's not a bad way to set up Black-Red cards that pay you off for daming your opponent.
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.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Pack 3 Pick 8: Glidedive Duo
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.
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
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.
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.
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 9: Stocking the Pantry
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Pack 3 Pick 10: Diresight
Playful Shove
2.5 If you pick off an X/1 with this it feels great, but it's also a sneaky way to trigger Valiant, and it replaces itself so it works nicely in spell decks too.
Diresight
2 This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
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.
Pack 3 Pick 11: Dazzling Denial
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
Pack 3 Pick 12: Agate-Blade Assassin
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.
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 3 Pick 13: Ravine Raider
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.