Dreamdew Entrancer
4.5 This gives you a nice body while effectively removing a creature. And if that effect is underwhelming in a given situation, stunning your own thing is pretty intriguing. Especially if you have ways to blink or bounce the stunned creature.
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.
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.
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.
Fireglass Mentor
3 This is a strong payoff for hitting your opponent -- something you're going to do in aggro decks pretty naturally.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
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.
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.
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.
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.
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.
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 2: Mindwhisker
Sunspine Lynx
3 These are decent stats, but most of the upside on this card is irrelevant or not very important in Limited, although Black/White being a life gain deck helps a little.
Starscape Cleric
2.5 Being unable to block is pretty brutal, but it's a fairly aggressive flyer that can bring a friend along, and when you can start triggering those life gain payoffs your opponent will be under some legitimate pressure.
Mindwhisker
3 The stat-line is rough, but it helps you set up threshold and is a powerful threshold payoff itself.
Short Bow
2.5 This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
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.
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.
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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.
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 3: Blooming Blast
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.
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.
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.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Mind Spiral
2.5 You really only want one of these because they don't really add to the board and are kind of clunky, but that first one is pretty nice. If you give your opponent a fish, you can also stun their best creature, increasing your chances of making it to your next turn to take advantage of all those cards.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Psychic Whorl
1.5 This is Mind Rot with minimal upside, so not usually something you want to run. It can generate a 2-for-1 early, but because you don't add to the board when you do it the impact is pretty small, and in the late game it does even less.
Pack 1 Pick 4: Pond Prophet
Portent of Calamity
1 This is tough to make work in Limited, since you have to hit a bunch of cards with different types to take full advantage of it. Oftentimes you'll draw like two cards off of this despite spending a lot on it, and you just can't do that.
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.
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
Feather of Flight
3 This is a great aura because it has Flash and it replaces itself up front, while sending your best creature into the air.
Pack 1 Pick 5: Polliwallop
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
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.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
Pack 1 Pick 6: Pond Prophet
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
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.
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.
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.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Pack 1 Pick 7: Splash Portal
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
Ravine Raider
3 This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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 8: Skyskipper 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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
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.
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 1 Pick 9: Clifftop Lookout
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.
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.
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.
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.
Bumbleflower's Sharepot
1 Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Pack 1 Pick 10: Dazzling Denial
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.
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.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
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 11: Mind Spiral
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.
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.
Psychic Whorl
1.5 This is Mind Rot with minimal upside, so not usually something you want to run. It can generate a 2-for-1 early, but because you don't add to the board when you do it the impact is pretty small, and in the late game it does even less.
Pack 1 Pick 12: Crumb and Get It
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Pack 1 Pick 13: Star Charter
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.
Pack 2 Pick 1: Lilysplash Mentor
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.
Lilysplash Mentor
3 This has solid stats and is a good way to rebuy ETBs in the late game.
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.
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.
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.
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.
Conduct Electricity
2.5 It's not efficient, but it can deal with most creatures -- and their offspring, so having one of these is kind of a necessary evil in many Red decks.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
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.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Pack 2 Pick 2: Stickytongue Sentinel
Shrike Force
3 Even if you never do anything to buff this, you're getting a great creature for three mana, and White has plenty of ways to augment creatures.
Star Charter
1.5 // 4 If you are good at gaining or losing life, this is going to be one of the best cards in your deck. In that kind of deck, the trigger is basically an ETB ability, and you're virtually always going to draw a card off the trigger. But if you can't consistently trigger it, it's a pretty mediocre creature.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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 3: Treeguard Duo
Wishing Well
0 If you spend mana and a card on this, you're going to lose. That's because you just won't be able to get anything out of it consistently enough. Casting this is like mulliganing, but worse because you paid mana.
Brambleguard Veteran
4 Even if it's only giving itself +1/+1 and vigilance, it'll feel good -- but oftentimes it'll buff some other creatures too.
Heartfire Hero
2.5 If you drop this on one and can support it with targeted effects, it can run away with the game.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
Treeguard Duo
2 This ETB can be a big deal, almost giving you a free attack if your board is wide enough. It also doesn't always have a big impact.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
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 2 Pick 4: Barkform Harvester
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.
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.
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.
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.
Savor
3 This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
Dazzling Denial
2.5 Two mana counterspells have been solid of late, and the Bird upside is nice.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
Frilled Sparkshooter
2 This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
Lunar Convocation
1.5 // 3.5 Your deck really has to be good at gaining and losing life for this to work out. While it can do the life loss part for you, not having to spend the mana for it is far better.
Pack 2 Pick 5: Oakhollow Village
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.
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.
Oakhollow Village
2.5 This works extra well with cards that make multiple bodies with these creature types.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Pack 2 Pick 6: 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.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Pack 2 Pick 7: Bumbleflower's Sharepot
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.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
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.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Pack 2 Pick 8: Rust-Shield Rampager
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.
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.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
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.
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.
Treetop Sentries
2.5 This'll feel good when you can Forage, and not so good when you can't.
Pack 2 Pick 9: Lilypad Village
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.
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.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Pack 2 Pick 10: Run Away Together
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Head of the Homestead
3.5 5-mana for a 3/2 and two 1/1s would be pretty good in any format, but this one has tons of payoffs for Rabbits and tokens and going wide more broadly, so this is going to punch above its weightclass.
Pack 2 Pick 11: Fountainport Bell
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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 2 Pick 12: Star Charter
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.
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.
Pack 2 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.
Pack 3 Pick 1: Scrapshooter
Scrapshooter
3 This is mostly just an efficient creature in Limited, but sometimes your opponent will have something in play that makes it worth giving them the gift.
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.
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.
Overprotect
3 This is a great trick that blanks removal, helps a creature when virtually any combat, and trample over for tons of damage. You can't really ask for more from a trick.
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
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.
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.
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.
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.
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 2: Azure Beastbinder
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 3: Longstalk Brawl
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.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
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.
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.
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.
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.
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.
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.
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.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Thornplate Intimidator
2.5 Even withotu Offspring this would be a solid 4-drop, so the fact you can run this out late and get this punisher trigger twice is pretty sweet.
Pack 3 Pick 4: Skyskipper Duo
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.
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.
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.
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.
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.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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 3 Pick 5: Skyskipper Duo
Caretaker's Talent
1.5 // 4.5 If you're in any token-heavy deck (which usually mean Green-White) this is going to be one of the best cards in your deck, but most White decks won't have enough tokens for this.
Oakhollow Village
2.5 This works extra well with cards that make multiple bodies with these creature types.
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.
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.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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.
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.
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.
Pearl of Wisdom
2.5 Divination isn't always good in Limited these days, as you need to add to the board. But this will cost two mana reasonably often, and that's a huge upgrade.
Pack 3 Pick 6: Portent of Calamity
Portent of Calamity
1 This is tough to make work in Limited, since you have to hit a bunch of cards with different types to take full advantage of it. Oftentimes you'll draw like two cards off of this despite spending a lot on it, and you just can't do that.
Stocking the Pantry
0 This just seems too slow, especially in a format without a dedicated counter deck.
Brightblade Stoat
3.5 This has great stats and keywords and White has plenty of ways to enhance it's stats to make it even scarier.
Intrepid Rabbit
3.5 4 mana for a 3/2 and a 1/1 is a card you'll play pretty often, and this has the upside of being more flexible than that and having an ETB ability. One you'll get twice when you Offspring.
Corpseberry Cultivator
2 This card's value comes from growing even when something else forages, because foraging just for a single +1/+1 counter isn't great.
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.
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.
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.
Pack 3 Pick 7: Dire Downdraft
Lunar Convocation
1.5 // 3.5 Your deck really has to be good at gaining and losing life for this to work out. While it can do the life loss part for you, not having to spend the mana for it is far better.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
Pack 3 Pick 8: Knightfisher
Wishing Well
0 If you spend mana and a card on this, you're going to lose. That's because you just won't be able to get anything out of it consistently enough. Casting this is like mulliganing, but worse because you paid mana.
Knightfisher
3.5 This has imposing stats and in most Blue decks (and especially blue-white) will spit out lots of Fish tokens.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
Pack 3 Pick 9: Jolly Gerbils
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
Pack 3 Pick 10: Waterspout Warden
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.
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.
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.
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 11: Pileated Provisioner
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.
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.
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 12: Tidecaller Mentor
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.
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 3 Pick 13: Fountainport Bell
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.