Maha, Its Feathers Night
5 The Ward means your opponent has to 2-for-1 themselves to deal with Maha, and lowering the toughness of your opponent's creatures makes them much, much worse on attacks and blocks. It also makes Maha's trample more potent.
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.
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.
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.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
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.
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 2: Persistent Marshstalker
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.
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.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Pack 1 Pick 3: Ruthless Negotiation
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.
Lilypad Village
2.5 Surveil 2 for one mana is a pretty nice ability to have on a land, even if you can't trigger it all the time.
Flowerfoot Swordmaster
2.5 This is a really good Valiant trigger when you've got enough Mice, and you're likely to in Red-White.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 1 Pick 4: Savor
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.
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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 1 Pick 5: Consumed by Greed
Consumed by Greed
3.5 This is a solid removal spell as a baseline, and sometimes it'll be worth giving your opponent a card to get a good creature back from your graveyard.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
Daggerfang Duo
2 The stat-line is rough, but it helps you load your graveyard for Black-Green and Blue-Black, and it can trade for anything. That's less valuable on a three drop for sure, but it's something.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Pack 1 Pick 6: Thornplate Intimidator
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.
Seedpod Squire
2.5 A 4-mana 3/3 Flyer isn't as good as it used to be, but it's still a passable stat-line, and this will often enable another one of your creature's to attack when it attacks.
Thornplate Intimidator
2.5 Even withotu Offspring this would be a solid 4-drop, so the fact you can run this out late and get this punisher trigger twice is pretty sweet.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 1 Pick 7: Into the Flood Maw
Into the Flood Maw
2.5 Cheap spells are extra good in formats with spell triggers, and this is one of those. Plus, Unsummon's a pretty solid card anyway.
Quaketusk Boar
3.5 It's nothing fancy, but it's a threat that has to be answered on many boardstates.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Pack 1 Pick 8: Starlit Soothsayer
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.
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.
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.
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.
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.
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 1 Pick 9: Ravine Raider
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Ravine Raider
3 This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
Pack 1 Pick 10: Clifftop Lookout
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.
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.
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.
Pack 1 Pick 11: Cindering Cutthroat
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is 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.
Pack 1 Pick 12: Wax-Wane Witness
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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 1 Pick 13: Daggerfang Duo
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 1: Hired Claw
Thornvault Forager
4 A two mana 2/2 that can tap for Green is always great, and this can do way more than that between it's ability to generate more mana and tutor up squirrels.
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
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.
Pack 2 Pick 2: Huskburster Swarm
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.
Downwind Ambusher
3.5 Flashing this in to ambush block something and kill an X/1 is very doable, and it also has the upside of killing damaged creatures sometimes.
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.
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.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
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.
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.
Pack 2 Pick 3: Downwind Ambusher
Daring Waverider
4 This is usually going to be a 6-mana 4/4 that kills something on ETB. Obviously it takes some set up to get there, but all you have to do is have cast a removal spell at some point in the game, so it's not that much set up.
Downwind Ambusher
3.5 Flashing this in to ambush block something and kill an X/1 is very doable, and it also has the upside of killing damaged creatures sometimes.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Early Winter
Kastral, the Windcrested
5 Even if you have 0 other birds this card's great, and if you're in Blue-White there's a good chance you're going to get this trigger the turn Kastral comes down.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
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.
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.
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.
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.
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 2 Pick 5: Psychic Whorl
Muerra, Trash Tactician
3.5 The mana she gives you makes it easier for you to expend, and the payoffs are great -- but you still need to have the cards to get her going.
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.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
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.
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.
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.
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.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Into the Flood Maw
2.5 Cheap spells are extra good in formats with spell triggers, and this is one of those. Plus, Unsummon's a pretty solid card anyway.
Pack 2 Pick 7: Fireglass Mentor
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
Blacksmith's Talent
2.5 This is a nice way to trigger Valiant, and isn't a terrible card to have around even in aggro decks that are less interested in the mechanic.
Fireglass Mentor
3 This is a strong payoff for hitting your opponent -- something you're going to do in aggro decks pretty naturally.
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.
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.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Pack 2 Pick 8: Persistent Marshstalker
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.
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.
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.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 2 Pick 9: Corpseberry Cultivator
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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 2 Pick 10: Carrot Cake
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Druid of the Spade
2.5 You can make this a 4/3 trampler pretty often. Any type of token buffs it too, whether it's a creature token or not.
Pack 2 Pick 11: Mind Drill Assailant
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Run Away Together
2 When you can use this to bounce something your opponent doesn't want bounced and bounce something of yours you do want to bounce it feels really good, but it doesn't always line up that way.
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: Tempest Angler
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.
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: 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.
Pack 3 Pick 1: Three Tree City
Three Tree City
0 You need four creatures with the same type in play for this to net you mana, and even in this format that's way too big of an ask. This just isn't for Limited.
Kastral, the Windcrested
5 Even if you have 0 other birds this card's great, and if you're in Blue-White there's a good chance you're going to get this trigger the turn Kastral comes down.
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.
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.
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.
Sazacap's Brew
2 Thrill of Possibility tends to be passable in sets with a spell deck, and this has the added upside of a trick that can trigger Valiant.
War Squeak
2 If you're a really aggressive Red/White or Red/black deck, you'll use this. The buff is real, triggers valiant, and shutting off a block can lead to lots of damage out of nowhere.
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.
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.
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.
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.
Pack 3 Pick 2: Nocturnal Hunger
Finneas, Ace Archer
4 Finneas is going to be able to buff lots of creatures in Green-White when he turns sideways, so giving him up to get all those buffs is worth it, especially if you draw a card.
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.
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.
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.
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
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.
Pack 3 Pick 3: Savor
Kastral, the Windcrested
5 Even if you have 0 other birds this card's great, and if you're in Blue-White there's a good chance you're going to get this trigger the turn Kastral comes down.
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.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
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.
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.
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.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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 3 Pick 4: Glidedive Duo
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.
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.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
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.
Pack 3 Pick 5: Wick, the Whorled Mind
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.
Flamecache Gecko
3 This can enable some really nice early starts, where you have a one drop and two two-drops in play on turn two. It has diminishing returns later in the game, but at a minimum you can use it's ability with the mana it produces.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Junkblade Bruiser
2.5 A 5-mana 4/5 with Trample isn't great, but it's not a disaster either, and if you can buff this at instant speed it can produce some blowouts.
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.
Warren Elder
2.5 White is good at going wide, so having a two drop that can buff the whole board is something you're going to be after.
Pack 3 Pick 6: Consumed by Greed
Consumed by Greed
3.5 This is a solid removal spell as a baseline, and sometimes it'll be worth giving your opponent a card to get a good creature back from your graveyard.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
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.
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.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Pack 3 Pick 7: Mind Drill Assailant
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.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
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.
Pack 3 Pick 8: Muerra, Trash Tactician
Muerra, Trash Tactician
3.5 The mana she gives you makes it easier for you to expend, and the payoffs are great -- but you still need to have the cards to get her going.
Knightfisher
3.5 This has imposing stats and in most Blue decks (and especially blue-white) will spit out lots of Fish tokens.
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.
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-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.
Cache Grab
2 This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
Pack 3 Pick 9: Kastral, the Windcrested
Kastral, the Windcrested
5 Even if you have 0 other birds this card's great, and if you're in Blue-White there's a good chance you're going to get this trigger the turn Kastral comes down.
Sazacap's Brew
2 Thrill of Possibility tends to be passable in sets with a spell deck, and this has the added upside of a trick that can trigger Valiant.
War Squeak
2 If you're a really aggressive Red/White or Red/black deck, you'll use this. The buff is real, triggers valiant, and shutting off a block can lead to lots of damage out of nowhere.
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.
Pack 3 Pick 10: Sinister Monolith
Sinister Monolith
2.5 This is a bit expensive for something that doesn't exactly add to the board, but you do get the first life drain trigger the turn you play it, and it can quickly snowball from there. Being able to cash it in for cards is no small thing, either.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
Pack 3 Pick 11: Waterspout Warden
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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 3 Pick 12: Skyskipper Duo
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Pack 3 Pick 13: 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.