Enduring Courage
3.5 The stat-line's not good, but this trigger is pretty nice and challenging for your opponent to get rid of -- though it is the kind of thing that's only useful when you can attack, and that isn't always the case.
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.
Threats Around Every Corner
4 This gives you three pieces of material on the cheap, between the 2/2, the enchantment itself, and the land. And you can even get more lands later!
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.
Fear of Burning Alive
2.5 // 4.0 If this always does 4 to your opponent and 4 to one of their creature's, it's a bomb. I think you'll get delirium often enough, especially in Red-Green, for it to perform really, really well.
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.
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.
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.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
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.
Pack 1 Pick 2: Scorching Dragonfire
Hushwood Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
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.
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.
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.
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.
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!
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.
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.
Pack 1 Pick 3: Glassworks
Lionheart Glimmer
3 The stat-line underwhelms, but this attack trigger is a pretty big deal, since it triggers on any attack not just when the Glimmer rumbles.
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.
Fear of Isolation
2 This can do some interesting stuff, like rebuy ETBs or eerie triggers, but the alternate cost is pretty significant and makes it a pretty bad card in your opening hand.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
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.
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.
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.
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!
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.
Pack 1 Pick 4: Arabella, Abandoned Doll
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.
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.
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.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.
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.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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: Monstrous Emergence
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
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.
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
Pack 1 Pick 6: Friendly Ghost
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
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.
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
Pack 1 Pick 7: Grand Entryway
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.
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.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
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.
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.
Pack 1 Pick 9: Impossible Inferno
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.
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.
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.
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.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
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.
Pack 1 Pick 12: Clockwork Percussionist
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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!
Pack 1 Pick 13: Living Phone
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.
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.
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.
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.
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.
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.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
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.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the 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.
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.
Pack 2 Pick 2: Friendly Ghost
Gloomlake Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Beastie Beatdown
3.5 Even without Delirium you'd play this, and when you do have it, this lets your creatures punch up in a big way, and they can usually attack too!
Nowhere to Run
4 Two mana for -3/-3 at instant speed is already great, but this also triggers Eerie and is good sacrifice fodder. Sometimes the ward/hexproof upside will matter too.
Break Down the Door
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, especially because even when you don't have a target you can get a 2/2.
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.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
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.
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!
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.
Pack 2 Pick 3: Grand Entryway
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.
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.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
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.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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 2 Pick 4: Shardmage's Rescue
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.
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.
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.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
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.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Inquisitive Glimmer
3 This has nice stats and an ability that makes it easier to trigger eerie.
Pack 2 Pick 5: Arabella, Abandoned Doll
Veteran Survivor
2 This'll feel pretty nice on 1, but it's awkward that it probably can't exile anything when it can actually attack -- and then in the late game when there is stuff to exile, you have to get pretty creative to trigger Survival, since it won't be attacking.
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.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
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.
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.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 2 Pick 6: Hardened Escort
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.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Pack 2 Pick 7: Seized from Slumber
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.
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.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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!
Pack 2 Pick 8: Hardened Escort
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
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.
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 2 Pick 9: Clockwork Percussionist
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Beastie Beatdown
3.5 Even without Delirium you'd play this, and when you do have it, this lets your creatures punch up in a big way, and they can usually attack too!
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.
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.
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!
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
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 2 Pick 12: Hardened Escort
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Pack 2 Pick 13: Raucous Carnival
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Chainsaw
4 This is a nice removal spell up front, and it becomes a scarier and scarier equipment throughout the game. It can be especilly nasty if you play it early.
Scrabbling Skullcrab
1.5 I wouldn't count on milling your opponent out with this. You may get more value milling yourself in this format, but it's a super underwhelming body and the Eerie trigger isn't very good overall.
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.
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.
Rite of the Moth
3 There are lots of good reanimation targets in this format, especially in Black-White, and loading your graveyard and discarding things isn't too challenging.
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.
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.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
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.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 2: Vicious Clown
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.
Surgical Suite
2.5 You'll often cast Hospital Room first since it doesn't need as much set up, but that makes this an Enchantment that gives a decent buff and then reanimates something small late.
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
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.
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.
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.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.
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.
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.
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.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 3: Infernal Phantom
Fear of Burning Alive
2.5 // 4.0 If this always does 4 to your opponent and 4 to one of their creature's, it's a bomb. I think you'll get delirium often enough, especially in Red-Green, for it to perform really, really well.
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.
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.
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.
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 4: Midnight Mayhem
Scrabbling Skullcrab
1.5 I wouldn't count on milling your opponent out with this. You may get more value milling yourself in this format, but it's a super underwhelming body and the Eerie trigger isn't very good overall.
Midnight Mayhem
3 This will really make your attack way better if you're ahead, and if you're behind getting those three tokens makes it pretty hard for you to lose before your next turn.
Saw
1.5 The buff is weak, and this is only worth using in the extreme late game in most cases.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
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.
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.
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.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 5: Hand That Feeds
Thornspire Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Piggy Bank
3.5 This is a great rate and you're almost always going to feel like you're coming out ahead when it dies thanks to that Treasure.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Pack 3 Pick 6: The Jolly Balloon Man
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.
Piggy Bank
3.5 This is a great rate and you're almost always going to feel like you're coming out ahead when it dies thanks to that Treasure.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
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.
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.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Pack 3 Pick 7: Acrobatic Cheerleader
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.
Rite of the Moth
3 There are lots of good reanimation targets in this format, especially in Black-White, and loading your graveyard and discarding things isn't too challenging.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
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.
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.
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.
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.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 8: The Jolly Balloon Man
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.
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.
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.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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: Most Valuable Slayer
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.
Rite of the Moth
3 There are lots of good reanimation targets in this format, especially in Black-White, and loading your graveyard and discarding things isn't too challenging.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
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 3 Pick 10: Raucous Carnival
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.
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.
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.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 11: Vicious Clown
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.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 12: Rampaging Soulrager
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 13: Turn Inside Out
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.