Ghost Vacuum
2.5 This is pretty insane if you get it early, as you can disrupt graveyard decks while turning this into a win condition. If you get it late, though, it's pretty bad as you don't have the time for this sort of thing in many situations.
Leyline of the Void
0 Even in a graveyard set, this isn't worth it. Limited decks aren't focused enough for this to legitimatley shut any of them down. It's not worth the card.
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.
Under the Skin
3.5 This is a sweet 2-for-1, and you can even get back the card you put into your graveyard with the manifest trigger.
Paranormal Analyst
1.5 // 4.0 This is an insane Manifest Dread build around, as it turns every manifest into a 2/2 that draws you a card - - and there's plenty of manifest.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
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.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 1 Pick 2: Shardmage's Rescue
Ghost Vacuum
2.5 This is pretty insane if you get it early, as you can disrupt graveyard decks while turning this into a win condition. If you get it late, though, it's pretty bad as you don't have the time for this sort of thing in many situations.
The Mindskinner
1.5 It's temping to look at this and think "I'm going to kill my opponent in three swings and they can't block it!" but there are some significant problems here. The first of these is the mana -- it's going to be very difficult to actually run this out on turn three, and turn four or five is even a challenge in Limited. Triple Blue is tough. It also only has 1 toughness so it dies to literally everything, and then even once you do get it in play it effectively doesn't impact the board for several turns -- and you may even give your opponent delirium or a reanimation target on accident. I think it will defniitely win some games, but it's going to lose you the game pretty often too.
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.
Shardmage's Rescue
3 One mana tricks that give hexproof and a stats boost have performed really well lately because they can win combat and blank removal, and in this format you get extra value out of 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.
Ragged Playmate
2 This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
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.
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.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
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.
Pack 1 Pick 3: Trapped in the Screen
Dazzling Theater
0 Neither of these effects is worth a card in Limited, even in a format with Survival.
Razorkin Needlehead
3 This is a strong two drop, though it is held back by requiring double red. Still, it can attack on most boards and it's trigger certainly puts your opponent under pressure.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
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.
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.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
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.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 4: Monstrous Emergence
Vengeful Possession
1.5 // 3.5 If you're Black/Red, this is going to be one of the best cards in your deck since you can steal an opposing creature and sacrifice it.
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.
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.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
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.
Bashful Beastie
2.5 A 5-mana 5/4 that dies into a 2/2 token is solid, and this is significantly better than that.
Pack 1 Pick 5: Terramorphic Expanse
Cynical Loner
2 A two-mana 3/1 is fine, and this can help you get delirium or drop a reanimation target in the graveyard.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
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.
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.
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.
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 6: Spineseeker Centipede
Pyroclasm
0.5 This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness creatures.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
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.
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.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Pack 1 Pick 7: Spineseeker Centipede
Inquisitive Glimmer
3 This has nice stats and an ability that makes it easier to trigger eerie.
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.
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.
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.
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.
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.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Pack 1 Pick 8: Unsettling Twins
Fear of Being Hunted
2 This isn't super easy to cast on turn three, when it's probably at it's best. And it isn't like this stat-line is insane to begin with. The Enchantment type does help make this better.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 1 Pick 10: Unsettling Twins
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.
Ragged Playmate
2 This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
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 12: Hand That Feeds
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
The Tale of Tamiyo
1.5 This set has fewer instants and sorceries than usual, so the last chapter is hard to abuse. The first three aren't easy either -- but if you can take advantage of the mill and draw a few cards, you might be able to play this. Not adding to the board is rough, though.
Ghost Vacuum
2.5 This is pretty insane if you get it early, as you can disrupt graveyard decks while turning this into a win condition. If you get it late, though, it's pretty bad as you don't have the time for this sort of thing in many situations.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Under the Skin
3.5 This is a sweet 2-for-1, and you can even get back the card you put into your graveyard with the manifest trigger.
Valgavoth's Faithful
1.0 // 3.0 You only want this if you're in a really grindy graveyard deck, but it's going to work well in Black/White.
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.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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.
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.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
Pack 2 Pick 2: Defiant Survivor
Leyline of the Void
0 Even in a graveyard set, this isn't worth it. Limited decks aren't focused enough for this to legitimatley shut any of them down. It's not worth the card.
Pyroclasm
0.5 This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness creatures.
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.
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.
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.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
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.
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.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Razorkin Needlehead
3 This is a strong two drop, though it is held back by requiring double red. Still, it can attack on most boards and it's trigger certainly puts your opponent under pressure.
Pack 2 Pick 3: Slavering Branchsnapper
Waltz of Rage
5 It'll be pretty easy to turn this into a wrath that kills everything but your best creature -- while helping you replace your creatures that died! That's pretty insane.
Greenhouse
1 Neither side affects the board, and Greenhouse is almost entirely irrelevant. The Gazebo is an overcosted draw spell.
Sawblade Skinripper
3.5 This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
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.
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.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Pack 2 Pick 4: Altanak, the Thrice-Called
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.
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.
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.
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.
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!
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.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 2 Pick 5: Monstrous Emergence
Irreverent Gremlin
3.5 A two mana 2/2 menace is pretty nice, and it's very easy to trigger the rummage effect.
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.
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.
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 Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
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.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 2 Pick 6: Frantic Strength
Peer Past the Veil
2 This is good when you get it late, but pretty bad the rest of the game.
Saw
1.5 The buff is weak, and this is only worth using in the extreme late game in most cases.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Pack 2 Pick 7: Emerge from the Cocoon
Vengeful Possession
1.5 // 3.5 If you're Black/Red, this is going to be one of the best cards in your deck since you can steal an opposing creature and sacrifice it.
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.
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.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Sawblade Skinripper
3.5 This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
House Cartographer
3 This Survival trigger is a great way to avoid missing a land drop, and it can fix your mana too.
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.
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.
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.
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.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
Pack 2 Pick 10: Leyline of the Void
Leyline of the Void
0 Even in a graveyard set, this isn't worth it. Limited decks aren't focused enough for this to legitimatley shut any of them down. It's not worth the card.
Pyroclasm
0.5 This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness 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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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 2 Pick 11: Sawblade Skinripper
Sawblade Skinripper
3.5 This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play 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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than 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.
Pack 2 Pick 13: Frantic Strength
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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.
Pack 2 Pick 14: Impossible Inferno
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 3 Pick 1: Arabella, Abandoned Doll
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!
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.
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.
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.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Unable to Scream
1 This style of removal is always bad, no mattter how efficient it looks. This is because you don't actually trade 1-for-1, since they hold on to their creature and can still do stuff with it -- like block.
Pack 3 Pick 2: Toby, Beastie Befriender
Toby, Beastie Befriender
4 Three mana for a 1/1 and a 4/4 is a big deal, even if the 4/4 has a downside. And you'll even get four or more creature tokens in play in this format from time to time.
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.
Orphans of the Wheat
2 I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
Miasma Demon
3 This is a big flyer that can turn every card in your hand into a free -2/-2 removal spell. That can help you set up delirium or reanimate something, while also killing stuff.
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.
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.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
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.
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.
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.
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.
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.
Pack 3 Pick 3: Splitskin Doll
Thornspire Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Splitskin Doll
3.5 On turn two this is likely to only loot, but that means it's loading your graveyard, and in the late game it's going to be a straight up 2-for-1.
Osseous Sticktwister
4 This has a nice baseline and major upside. The Delirium trigger is legit. While the first one might not hurt your opponent too much, after that, the choices are going to be tough to make.
Wildfire Wickerfolk
3 A two mana 3/2 Haste puts your opponent under pressure early, and by the time that body's less relevant, it'll usually be a 4/3 trampler.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
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.
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.
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.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Pack 3 Pick 4: Unsettling Twins
Razorkin Needlehead
3 This is a strong two drop, though it is held back by requiring double red. Still, it can attack on most boards and it's trigger certainly puts your opponent under pressure.
Osseous Sticktwister
4 This has a nice baseline and major upside. The Delirium trigger is legit. While the first one might not hurt your opponent too much, after that, the choices are going to be tough to make.
Pyroclasm
0.5 This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness creatures.
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.
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.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
Pack 3 Pick 5: Wary Watchdog
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
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 Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
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.
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.
Pack 3 Pick 6: Wickerfolk Thresher
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.
Splitskin Doll
3.5 On turn two this is likely to only loot, but that means it's loading your graveyard, and in the late game it's going to be a straight up 2-for-1.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Glassworks
4 Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Pack 3 Pick 7: Coordinated Clobbering
Coordinated Clobbering
4 This would be good in a set without the survival mechanic -- in a set where tapping your creatures can come with extra value, it's pretty insane.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
Glassworks
4 Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
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.
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.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
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.
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.
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.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to 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.
Pack 3 Pick 9: Unsettling Twins
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.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Pack 3 Pick 10: Orphans of the Wheat
Orphans of the Wheat
2 I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
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.
Pyroclasm
0.5 This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness creatures.
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.
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.
Pack 3 Pick 13: Violent Urge
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.