Nashi, Searcher in the Dark
3.5 If he gets in, you're going to be pretty happy no matter what the outcome of his combat damage trigger is. The problem is a two mana 2/2 menace probably isn't getting in after the early game.
Enduring Curiosity
4.5 Flash makes it really easy to draw cards with this, and it isn't capped at one card per creature! Add in the fact that shutting this effect down entirely is super tough, and we're talking about a bomb.
Ethereal Armor
2 If you're in an Enchantment heavy deck this can perform fairly well, although it's still risky like all auras are.
Infernal Phantom
3.5 This is a nightmare for your opponent to interact with since even without Eerie it's going to be able to frequently 2-for-1 your opponent, and with eerie, it gets even sillier.
Unwilling Vessel
3.5 I don't love how inefficiently this starts out, but if you get even one counter on him that's no longer a problem.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Scorching Dragonfire
3.5 This is premium removal, and exiling the creature is a big deal in a graveyard format -- and it even stops death triggers!
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Patched Plaything
3 A 2/1 with double strike for 3 is pretty solid, and it also has synergy with all the "2 power or less" cards in the set and the reanimation in the set, since you can get it back as a 4/3 double striker when you bring it back.
Pack 1 Pick 2: Gloomlake Verge
Gloomlake Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
Growing Dread
3.5 Two mana for a 2/2 with flash and additional upside is great, and when you choose to manifest creatures this gives you a big bonus.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Spineseeker Centipede
3.5 A three mana 2/1 without the delirium effect here would probably be a 3.0, since grabbing a land is such good value -- a 2-for-1 is pretty easy to produce! So, the fact that this gains a relevant body later in the game is pretty awesome.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Commune with Evil
2.5 I'm interested in the first copy of this if I'm in a Delirium deck, as it can get Delirium singlehandedly. Not adding to the board is a bit of a problem, but the life gain helps.
Pack 1 Pick 3: Daggermaw Megalodon
Conductive Machete
2.5 This is a 4-mana 4/3 with tons of upside. Hard to be upset with that.
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
Patched Plaything
3 A 2/1 with double strike for 3 is pretty solid, and it also has synergy with all the "2 power or less" cards in the set and the reanimation in the set, since you can get it back as a 4/3 double striker when you bring it back.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Duskmourn's Domination
2 Mind Controls are usually pretty insane, but they really made sure this one wouldn't be. You can look at this as a 6-mana removal spell that gives you a barely relevant piece of material -- like a 1/4 with no abilities, or something like that.
Pack 1 Pick 4: Don't Make a Sound
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
Glimmer Seeker
3.5 You're happy no matter what you get out of the survival trigger, and the creature's solid stat-line makes it easier for it to survive.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Grand Entryway
3 I think this is sneaky good. On rate alone it doesn't sound great, but it can trigger Eerie three times -- and on the cheap, and both sides of the room impact the board.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Pack 1 Pick 5: Winter, Misanthropic Guide
Winter, Misanthropic Guide
2 Letting your opponent draw isn't great, but you get the first crack at the extra cards, and you might punish your opponent a little with delirium.
Popular Egotist
2.5 This sacrifice is a little more expensive than I would like it to be, but also coming with a general sacrifice payoff is pretty sweet.
Vanish from Sight
2.5 This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
Grand Entryway
3 I think this is sneaky good. On rate alone it doesn't sound great, but it can trigger Eerie three times -- and on the cheap, and both sides of the room impact the board.
Slavering Branchsnapper
2 This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Pack 1 Pick 6: Daggermaw Megalodon
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Pack 1 Pick 7: Don't Make a Sound
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Pack 1 Pick 8: Fear of Infinity
Fear of Infinity
2 I think not being able to block hurts this in a big way. Lifelink makes up for it a little bit. If this format ends up being slower, this'll go up -- but right now I'm not super impressed.
Vanish from Sight
2.5 This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Moldering Gym
2.5 Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 13: Give In to Violence
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Pack 2 Pick 1: Valgavoth's Lair
Valgavoth's Lair
3 The enchantment typing here is huge, as it gives you a way to trigger eerie with a land -- and it even fixes your mana!
Winter, Misanthropic Guide
2 Letting your opponent draw isn't great, but you get the first crack at the extra cards, and you might punish your opponent a little with delirium.
Rootwise Survivor
2.5 Haste means finding a window where you can get this in and trigger survival is easier, but the below-rate stats are pretty concerning.
Unwilling Vessel
3.5 I don't love how inefficiently this starts out, but if you get even one counter on him that's no longer a problem.
Sheltered by Ghosts
3.5 Removal that buffs your creature is pretty sweet, and the Ward makes it significantly less risky.
Derelict Attic
2 Three mana to draw 2 and lose 2 life is decently playable, and this one triggers eerie. Widow's Walk isn't great, but it's upside on a decent card.
Slavering Branchsnapper
2 This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Scorching Dragonfire
3.5 This is premium removal, and exiling the creature is a big deal in a graveyard format -- and it even stops death triggers!
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Pack 2 Pick 2: Rip, Spawn Hunter
Rip, Spawn Hunter
4 You're usually going to get at least one card out of this trigger, and drawing 2 isn't far-fetchd.
Irreverent Gremlin
3.5 A two mana 2/2 menace is pretty nice, and it's very easy to trigger the rummage effect.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
Defiant Survivor
3.5 The stat-line here isn't great, but this is probably the strongest survival trigger on any Common or Uncommon in the set. Triggering it even once is incredible.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Pack 2 Pick 3: Kona, Rescue Beastie
Kona, Rescue Beastie
2 This kind of effect always underperforms. You just don't have permanents in your hand often enough for this to do something meaningful.
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Defiant Survivor
3.5 The stat-line here isn't great, but this is probably the strongest survival trigger on any Common or Uncommon in the set. Triggering it even once is incredible.
Arabella, Abandoned Doll
3 This trigger can drain a ton of life, and if you are able to keep her alive for another swing, it's going to be game over much of the time.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Meat Locker
3 Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Pack 2 Pick 4: Innocuous Rat
Disturbing Mirth
3 Red/Black has enough ways to sacrifice Enchantments that this is going to generate serious value. They're great in multiples, too.
Attack-in-the-Box
2 This has passable base-stats, and a 6/4 can attack on just about any board -- and it can put itself into your graveyard for delirium too.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Underwater Tunnel
2.5 I don't love that the cheaper side doesn't impact the board, but Slimy Aquarium does -- so it's sort of like you pay 5-mana for a 3/3 with Surveil 2, but you pay in installments. That's not too bad.
Pack 2 Pick 5: Fear of Impostors
Dashing Bloodsucker
3 This will often be a 4/5 with lifelink on your turn and that's a very problematic body for your opponent -- and sometimes it'll be a 6/5 or bigger.
Patchwork Beastie
3 This helps you det delirium and then takes advantage of that fact -- that's exactly what you want from a delirium card.
Fear of Impostors
2 I don't love the idea of giving my opponent a Manifest when I counter their spell, but you do add this to the board in the process, so it's not a 2-for-1, at least. Although it can definitely backfire.
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Pack 2 Pick 6: Marina Vendrell
Marina Vendrell
1 This is hard to cast and hard to abuse, so I don't think it even deserves a build around grade.
Fear of Impostors
2 I don't love the idea of giving my opponent a Manifest when I counter their spell, but you do add this to the board in the process, so it's not a 2-for-1, at least. Although it can definitely backfire.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Pack 2 Pick 7: Unwilling Vessel
Unwilling Vessel
3.5 I don't love how inefficiently this starts out, but if you get even one counter on him that's no longer a problem.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Spectral Snatcher
2.5 This is tough to kill without your opponent 2-for-1ing themselves, and the fact you can cycle it away early for a Swamp and reanimate it is pretty great for Black/white decks.
Pack 2 Pick 8: Don't Make a Sound
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Pack 2 Pick 9: Don't Make a Sound
Slavering Branchsnapper
2 This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Pack 2 Pick 10: Resurrected Cultist
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Pack 2 Pick 12: Underwater Tunnel
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Underwater Tunnel
2.5 I don't love that the cheaper side doesn't impact the board, but Slimy Aquarium does -- so it's sort of like you pay 5-mana for a 3/3 with Surveil 2, but you pay in installments. That's not too bad.
Pack 2 Pick 13: Daggermaw Megalodon
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
The Jolly Balloon Man
4 These tokens mean business, and with all of the ETB and death triggers these days, rebuying those won't be hard.
Unnerving Grasp
4 This is a Manifest Dread version of Man-O-War, and that seems excellent. Adding to the board while taking away from your opponent's board is great, and this 2/2 has massive upside.
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
Wickerfolk Thresher
4 This Delirium trigger usually means you're going to get at least a 2-for-1, and left unchecked Wickerfolk Thresher takes over the game -- all while having a very solid baseline.
Gremlin Tamer
4 This is a great eerie trigger. Even getting it once is a big deal, and this turns into an insane engine if it isn't killed.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Monstrous Emergence
4 This is a super pushed Green removal spell, since it takes away all the downsides bite/fight cards usually have. For one thing, your opponent can't blow you out. For another, even if you dont' have a big enough creature in play, you probably have one in your hand that can do the job.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Pack 3 Pick 2: Leyline of Resonance
Leyline of Resonance
0 This only doubles spells you target your creatures with, that's way too narrow.
Fear of Abduction
4 Even with the alternate cost this is very much worth it since you get a huge flyer and get rid of their best creature, and reanimating it is particularly spicy.
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Altanak, the Thrice-Called
3 It's a lot of mana, but it's castable and it's basically always going to be a 2-for-1.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Boilerbilges Ripper
2 You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
Trapped in the Screen
3.5 This effect hasn't been as good lately, but in a format with Enchantmetn payoffs, I think this'll reclaim some of it's former glory.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Fear of Impostors
2 I don't love the idea of giving my opponent a Manifest when I counter their spell, but you do add this to the board in the process, so it's not a 2-for-1, at least. Although it can definitely backfire.
Pack 3 Pick 3: Funeral Room
Funeral Room
3 The Funeral Room side is pretty medium on it's own, but it's stapled to a gamebreaking win condition. And sure, you're not always going to get to 8 mana -- but if you do, it's game over.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Gremlin Tamer
4 This is a great eerie trigger. Even getting it once is a big deal, and this turns into an insane engine if it isn't killed.
Painter's Studio
2 Neither side really impact the board and that's a pretty big problem. Painter's Studio is basically a red Divination, and the Gallery can augment attacks -- but it's a bit of a win-more card.
Popular Egotist
2.5 This sacrifice is a little more expensive than I would like it to be, but also coming with a general sacrifice payoff is pretty sweet.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Grand Entryway
3 I think this is sneaky good. On rate alone it doesn't sound great, but it can trigger Eerie three times -- and on the cheap, and both sides of the room impact the board.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Get Out
2.5 This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
Norin, Swift Survivalist
1 Norin's trigger can let you retrigger ETBs, but having to recast the things that get blocked is a pretty big problem. It is a "may" trigger at least.
Killer's Mask
3.5 This is a three mana 2/2 Menace with massive upside because of Manifest Dread, and because a Menace equipment is a decent thing to have around.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Spineseeker Centipede
3.5 A three mana 2/1 without the delirium effect here would probably be a 3.0, since grabbing a land is such good value -- a 2-for-1 is pretty easy to produce! So, the fact that this gains a relevant body later in the game is pretty awesome.
Scorching Dragonfire
3.5 This is premium removal, and exiling the creature is a big deal in a graveyard format -- and it even stops death triggers!
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Pack 3 Pick 5: Undead Sprinter
Undead Sprinter
3.5 This is pretty easy to get back, and that makes it good sacrifice fodder and a relentless attacker.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Live or Die
3 The modality here is important, because getting only one of these options wouldn't be great. Reanimating a creature at instant speed can generate blowouts when the situation is right, and you can just cast it as an inefficient removal spell when you have to.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Vile Mutilator
3 This is great when you reanimate it, and definitely gives you 7 mana worth of value when you have to cast it.
Pack 3 Pick 6: Tunnel Surveyor
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Withering Torment
3.5 This has lots of targets in the format, and it's well worth losing life for removal this efficient and flexible.
Pack 3 Pick 7: Glimmerburst
Cathartic Parting
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, and shuffling your stuff back into your library can have real value too.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Pack 3 Pick 8: Piranha Fly
Shrewd Storyteller
3.5 This trigger is great because it can allow you to snowball with Survival creatures, as if they keep growing, they can keep attacking. So, whether you put the counter on the Storyteller or something else, it's going to feel pretty good.
Intruding Soulrager
2.5 This is kind of awkward. There are lots of doors that won't be worth sacrificing, but when this does have one that is worth it, it'll feel pretty good.
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Cryptid Inspector
3 This isn't very hard to grow, especially in Blue/Green, and having Vigilance makes it both a brick wall and a great attacker.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Pack 3 Pick 9: Enter the Enigma
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Monstrous Emergence
4 This is a super pushed Green removal spell, since it takes away all the downsides bite/fight cards usually have. For one thing, your opponent can't blow you out. For another, even if you dont' have a big enough creature in play, you probably have one in your hand that can do the job.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Pack 3 Pick 10: Fear of Impostors
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Fear of Impostors
2 I don't love the idea of giving my opponent a Manifest when I counter their spell, but you do add this to the board in the process, so it's not a 2-for-1, at least. Although it can definitely backfire.
Pack 3 Pick 11: Popular Egotist
Popular Egotist
2.5 This sacrifice is a little more expensive than I would like it to be, but also coming with a general sacrifice payoff is pretty sweet.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Pack 3 Pick 13: Cackling Slasher
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.