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.
Otterball Antics
2 While you do get two bodies in the end, the rate here isn't very good.
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.
Driftgloom Coyote
4 Banisher Priest-like creatures are always great, and this one is extra beefy -- and gets beefier if you exile a low power creature. Adding to the board while removing something of your opponent's is simply one of the strongest things you can do.
Patchwork Banner
2.5 Lots of decks in this format have 10 creatures with the same type, so this feels like a straight up anthem at times.
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.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
Seedpod Squire
2.5 A 4-mana 3/3 Flyer isn't as good as it used to be, but it's still a passable stat-line, and this will often enable another one of your creature's to attack when it attacks.
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.
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.
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.
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.
Agate-Blade Assassin
2 This helps you set up life gain payoffs for Black-white and life loss payoffs for black-red in the early game, but has pretty mediocre stats.
Pack 1 Pick 2: Fell
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.
Brambleguard Captain
2 This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
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.
Fell
3.5 This is super efficient to remove any creature, although being a Sorcery means you aren't going to produce many blowouts.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
Bakersbane Duo
3 This gives you a ton of value and synergy for a two drop.
Pack 1 Pick 3: Feed the Cycle
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.
Feed the Cycle
3.5 This is Murder at worst, and it's often cheaper thanks to Forage.
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.
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.
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.
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.
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.
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.
Dire Downdraft
3 This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
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.
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 1 Pick 4: Moonrise Cleric
Wildfire Howl
0.5 This is more of a sideboard card than anything. You can't really play this unless you're a Red deck that doesn't get hurt that badly by it, and that doesn't seem like a common occurence.
Quaketusk Boar
3.5 It's nothing fancy, but it's a threat that has to be answered on many boardstates.
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.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 1 Pick 5: Wick's Patrol
Gossip's Talent
1.5 This doesn't really do enough on it's own, especially for all the mana you sink into it.
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.
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
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.
Rabbit Response
1 // 2.5 If you're good at going wide, this'll be a solid inclusion in your deck. If you're not, it's pretty bad.
Might of the Meek
2 You could do worse if you need a way to trigger valiant or spell payoffs.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
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.
Pack 1 Pick 6: Nettle Guard
Stargaze
1 Sinking a bunch of mana into this draws you a bunch of cards and loads up your graveyard, but I just don't feel like you've got the time to do that in Limited formats these days -- especially when you have to pay life.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
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.
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.
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.
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 1 Pick 7: Rabbit Response
Short Bow
2.5 This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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 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.
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.
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 1 Pick 8: Bonebind Orator
Pearl of Wisdom
2.5 Divination isn't always good in Limited these days, as you need to add to the board. But this will cost two mana reasonably often, and that's a huge upgrade.
Bonebind Orator
2 It has passable stats and in the late game it's a way (albeit a costly way) to get something back from the graveyard. A bit awkward alongside Forage, though.
Steampath Charger
2 This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
Alania's Pathmaker
3 This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Brave-Kin Duo
2 This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
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.
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.
Pileated Provisioner
2.5 This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
Ravine Raider
3 This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
Agate-Blade Assassin
2 This helps you set up life gain payoffs for Black-white and life loss payoffs for black-red in the early game, but has pretty mediocre stats.
Pack 1 Pick 10: Warren Elder
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.
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.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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 11: Mind Drill Assailant
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.
Ravine Raider
3 This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
Mind 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 1 Pick 12: Heirloom Epic
Heirloom Epic
1.5 // 3.0 If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
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 1 Pick 13: Moonrise Cleric
Moonrise Cleric
2.5 This is a nice enabler for Black/White decks, and the baseline is fine.
Pack 2 Pick 1: Zoraline, Cosmos Caller
Zoraline, Cosmos Caller
5 You usually want to wait until you get to 5 mana so that you start out with a 2-for-1, and then Zoraline threatens to keep reanimating things and gaining life on subsequent turns too.
Ruthless Negotiation
2 This can generate a 3-for-1 in an ideal world, and it's nice that at a minimum you get to draw a card when you flash it back.
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.
Mudflat Village
2.5 Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
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.
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.
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
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.
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
Pack 2 Pick 2: Banishing Light
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.
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.
Heartfire Hero
2.5 If you drop this on one and can support it with targeted effects, it can run away with the game.
Tempest Angler
2 This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
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.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Banishing Light
3.5 This is always great removal because it goes after any nonland permanent very efficiently.
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: Nocturnal Hunger
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.
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.
Wear Down
0.5 This isn't a format where you mainboard Naturalize.
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.
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.
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.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
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 4: Sonar Strike
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.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Skyskipper Duo
2 A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
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 2 Pick 5: Carrot Cake
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.
Heartfire Hero
2.5 If you drop this on one and can support it with targeted effects, it can run away with the game.
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.
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.
Thought Shucker
2 This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
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.
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.
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.
Carrot Cake
2 So, if you take all the parts together here – you pay 4 mana for 3 life and two 1/1s that scry 1. That’s not horrendous to begin with, and you can pay it for it in installments.
Pack 2 Pick 6: Repel Calamity
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.
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard 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.
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 2 Pick 7: Carrot Cake
Plumecreed Mentor
3 If you can put a counter somewhere when this enters it feels great, and there's potential for more counters after that.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
Roughshod Duo
2 This is a bad stat-line, but it's a decent expend payoff.
Nightwhorl Hermit
2 A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
Pack 2 Pick 8: Rabbit Response
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.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Pileated Provisioner
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.
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.
Whiskerquill Scribe
1.5 Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
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.
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.
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.
Polliwallop
3 This is a good removal spell in any green deck, and a great one in Frogs.
Rust-Shield Rampager
2.5 This kind of evasion is surprisingly good, as it shuts off chump blocks.
Pack 2 Pick 11: Nettle Guard
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.
Nightwhorl Hermit
2 A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
Nettle Guard
2 This has decent stats that can get a little better if you target it with something, and it gives you some maindeck hate against artifacts and enchantments, too.
Pack 2 Pick 12: Veteran Guardmouse
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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 2 Pick 13: Corpseberry Cultivator
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 3 Pick 1: Thought-Stalker Warlock
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.
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.
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.
Curious Forager
3 This is pretty bad when you can't get something back with it, but you can get that 2-for-1 often enough for it to be pretty good overall.
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.
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.
Hidden Grotto
2 Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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.
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: Intrepid Rabbit
Mabel, Heir to Cragflame
5 Even without other Mice, Mabel delivers some nice value thanks to her Equipment token that can trigger valiant, but you're going to have other Mice she offers a buff to.
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.
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
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.
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.
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.
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.
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.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
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.
Hivespine Wolverine
3.5 The +1/+1 counter mode is the one that'll come up the most often and it's a pretty good deal -- but when you can naturalize something or take down a problematic token, that'll feel pretty good too.
Pack 3 Pick 3: Glidedive Duo
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.
Oakhollow Village
2.5 This works extra well with cards that make multiple bodies with these creature types.
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
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.
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.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Pack 3 Pick 4: Wick's Patrol
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.
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.
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.
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.
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.
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.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Pack 3 Pick 5: Intrepid Rabbit
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.
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.
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.
Cindering Cutthroat
2 The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
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.
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.
Three Tree Mascot
2 If you need fixing, this does an okay job of it while also providing you some creature type synergy.
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.
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 6: Glidedive Duo
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.
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.
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.
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.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
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.
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.
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 3 Pick 7: Intrepid Rabbit
Crumb and Get It
2.5 This is a super efficient trick, which has extra value in a format with Valiant.
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.
Bellowing Crier
2 This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
Glidedive Duo
2.5 This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
Uncharted Haven
2.5 If you need fixing, this does it, and it's even decent in two-color decks.
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.
War Squeak
2 If you're a really aggressive Red/White or Red/black deck, you'll use this. The buff is real, triggers valiant, and shutting off a block can lead to lots of damage out of nowhere.
Pack 3 Pick 8: Starlit Soothsayer
Burrowguard Mentor
3 This isn't very impressive on it's own, but it can be quite the threat on most boards.
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.
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.
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.
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.
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 3 Pick 9: Agate-Blade Assassin
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.
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.
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.
Veteran Guardmouse
3 This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
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: Ravine Raider
Bark-Knuckle Boxer
3 These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
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.
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.
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.
Pack 3 Pick 11: Builder's Talent
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.
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.
Thistledown Players
2 This is mostly for triggering valiant, but it's pretty mediocre overall.
Pack 3 Pick 12: Run Away Together
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.
Kindlespark Duo
2.5 This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
Pack 3 Pick 13: Builder's Talent
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.