Blazemire Verge
3 These also offer great fixing, and they'll also regularly be untapped.
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.
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.
Conductive Machete
2.5 This is a 4-mana 4/3 with tons of upside. Hard to be upset with that.
Inquisitive Glimmer
3 This has nice stats and an ability that makes it easier to trigger eerie.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
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.
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.
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.
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.
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 1 Pick 2: Cynical Loner
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.
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.
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.
Ghostly Keybearer
2 4-mana 3/3 Flyers have gotten pretty underwhelming of late, and this card's upside seems a bit too narrow to me.
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.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Pack 1 Pick 3: Shepherding Spirits
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 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.
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.
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.
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.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
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.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 1 Pick 4: Trapped in the Screen
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.
Inquisitive Glimmer
3 This has nice stats and an ability that makes it easier to trigger eerie.
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.
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.
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.
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.
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.
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.
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.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Pack 1 Pick 5: Glimmer Seeker
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.
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.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
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.
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.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
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.
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 6: Fear of Lost Teeth
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.
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.
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.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
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.
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.
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.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 1 Pick 7: Derelict Attic
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.
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.
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.
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.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
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.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Pack 1 Pick 8: Emerge from the Cocoon
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Pack 1 Pick 9: Underwater Tunnel
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
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.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
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.
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 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.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 12: Appendage Amalgam
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.
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.
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.
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.
Pack 2 Pick 1: The Mindskinner
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.
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.
Betrayer's Bargain
3.5 The floor is a 4-mana deal 5, and that's very playable -- but this will often cost two and give you some sacrifice synergy.
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.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
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.
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.
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 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.
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.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 2 Pick 2: Shroudstomper
Overgrown Zealot
3 This offers good fixing and works well with manifest, but it's a pretty bad top-deck.
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
Betrayer's Bargain
3.5 The floor is a 4-mana deal 5, and that's very playable -- but this will often cost two and give you some sacrifice synergy.
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.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
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.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
House Cartographer
3 This Survival trigger is a great way to avoid missing a land drop, and it can fix your mana too.
Pack 2 Pick 3: Cult Healer
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.
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.
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.
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.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
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 2 Pick 4: Rite of the Moth
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.
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.
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.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 5: Shepherding Spirits
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.
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.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
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.
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
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.
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.
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.
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
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.
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.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
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.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Pack 2 Pick 8: Neglected Manor
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.
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.
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.
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.
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.
Neglected Manor
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 9: Fear of Lost Teeth
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.
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.
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.
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.
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.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 10: Get Out
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than 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.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 12: Piranha Fly
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.
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.
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 2 Pick 13: Enter the Enigma
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.
Valgavoth's Onslaught
5 If you pay 5 total mana you get two 4/4s with big upside. That's insane, and it only gets better from there.
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.
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.
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.
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.
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
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.
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.
Peculiar Lighthouse
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: Fanatic of the Harrowing
Restricted Office
0 The sweeper on Restricted Office is too narrow, and Lecture Hall is almost entirely meaningless in Limited.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
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.
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.
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.
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 3: Vile Mutilator
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.
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.
Skullsnap Nuisance
3 The stat-line's solid, and you're definitely going to load your graveyard and smooth out your draws with this trigger.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
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.
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.
Fear of Falling
2.5 5-mana 4/4 Flyers aren't as good as they used to be, especially when they don't have ETB or death triggers, but this attack trigger is pretty good at giving this an effect even when it isn't your turn.
Pack 3 Pick 4: Terramorphic Expanse
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.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
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.
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.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
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.
Pack 3 Pick 5: Cynical Loner
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
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.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Pack 3 Pick 6: Defiled Crypt
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Baseball Bat
2.5 This is pretty good the turn you play it, and probably allows you to get in for a big swing -- and it can even enable survival. But after that first equip, it's pretty clunky.
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.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play 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.
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.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
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.
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.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Pack 3 Pick 8: Cynical Loner
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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: Fear of Lost Teeth
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
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.
Pack 3 Pick 10: Defiled Crypt
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
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 11: Skullsnap Nuisance
Skullsnap Nuisance
3 The stat-line's solid, and you're definitely going to load your graveyard and smooth out your draws with this trigger.
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.
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.
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.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
Pack 3 Pick 13: Balemurk Leech
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.