Entity Tracker
4.5 The Eerie trigger here is insanely strong, and because it has Flash, it's easier to find a window where you can get this down and trigger it before your opponent can ever remove it.
Oblivious Bookworm
4 A two mana 2/3 that loots every turn is already really, really good. And Blue/Green decks won't even have to discard with it every time.
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.
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.
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
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.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
Pack 1 Pick 2: Stay Hidden, Stay Silent
Leyline of Hope
0 Leylines are almost always horrible in Limited because they have ultra narrow effects that aren't worth a card, and that's definitely the case here.
Overgrown Zealot
3 This offers good fixing and works well with manifest, but it's a pretty bad top-deck.
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.
Stay Hidden, Stay Silent
3 This is pretty good removal even without the activated ability, but that ability is great because it gives you a mana sink late that lets you add to the board.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Pack 1 Pick 3: Ethereal Armor
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.
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.
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.
Ethereal Armor
2 If you're in an Enchantment heavy deck this can perform fairly well, although it's still risky like all auras are.
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.
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.
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.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Pack 1 Pick 4: Stalked Researcher
Cursed Recording
2.0 // 4.0 This format has fewer instants and sorceries than usual and that holds this back a little, but doubling your spells is a big deal, although deploying this where you don't add to the board can be a little scary.
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.
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.
Insidious Fungus
2.5 This will have plenty of targets, and when it doesn't throwing it away for Explore isn't too shabby.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
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.
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.
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.
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.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 5: Fear of Immobility
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.
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 Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
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.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Pack 1 Pick 6: Terramorphic Expanse
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.
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.
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.
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.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
Pack 1 Pick 7: Vanish from Sight
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
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.
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.
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.
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.
Pack 1 Pick 9: Lakeside Shack
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.
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.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
Pack 1 Pick 10: Creeping Peeper
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Pack 1 Pick 11: Twist Reality
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
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.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 13: Say Its Name
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Balustrade Wurm
4.5 A 5-mana 5/5 with trample and haste is going to lots of damage in a hurry, and this one can even come back from the graveyard!
Oblivious Bookworm
4 A two mana 2/3 that loots every turn is already really, really good. And Blue/Green decks won't even have to discard with it every time.
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.
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.
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.
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.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Vile Mutilator
3 This is great when you reanimate it, and definitely gives you 7 mana worth of value when you have to cast it.
Pack 2 Pick 2: Underwater Tunnel
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.
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.
Live or Die
3 The modality here is important, because getting only one of these options wouldn't be great. Reanimating a creature at instant speed can generate blowouts when the situation is right, and you can just cast it as an inefficient removal spell when you have to.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
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.
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.
Pack 2 Pick 3: Enduring Curiosity
Enduring Curiosity
4.5 Flash makes it really easy to draw cards with this, and it isn't capped at one card per creature! Add in the fact that shutting this effect down entirely is super tough, and we're talking about a bomb.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
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.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
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.
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.
Kona, Rescue Beastie
2 This kind of effect always underperforms. You just don't have permanents in your hand often enough for this to do something meaningful.
Pack 2 Pick 4: Unnerving Grasp
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.
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.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
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.
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.
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.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 5: Acrobatic Cheerleader
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.
Razorkin Hordecaller
3.5 This plays offense and defense pretty well thanks to the token it makes, and it's a pretty good rate overall.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
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.
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.
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.
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.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 2 Pick 6: Peer Past the Veil
Peer Past the Veil
2 This is good when you get it late, but pretty bad the rest of the 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!
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.
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.
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.
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 2 Pick 7: Oblivious Bookworm
Oblivious Bookworm
4 A two mana 2/3 that loots every turn is already really, really good. And Blue/Green decks won't even have to discard with it every time.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
Murky Sewer
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 2 Pick 9: Possessed Goat
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
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.
Pack 2 Pick 13: Grab the Prize
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.
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.
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.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
Live or Die
3 The modality here is important, because getting only one of these options wouldn't be great. Reanimating a creature at instant speed can generate blowouts when the situation is right, and you can just cast it as an inefficient removal spell when you have to.
Growing Dread
3.5 Two mana for a 2/2 with flash and additional upside is great, and when you choose to manifest creatures this gives you a big bonus.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
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.
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.
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.
Patched Plaything
3 A 2/1 with double strike for 3 is pretty solid, and it also has synergy with all the "2 power or less" cards in the set and the reanimation in the set, since you can get it back as a 4/3 double striker when you bring it back.
Pack 3 Pick 2: Floodpits Drowner
Kona, Rescue Beastie
2 This kind of effect always underperforms. You just don't have permanents in your hand often enough for this to do something meaningful.
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.
Floodpits Drowner
3.5 This is effectively a removal spell with a whole bunch of upside, since if you'd rather not get rid of your opponent's creature, you can hold on to a 2/1 with Vigilance and use it to do some damage while the creature is stunned.
Greenhouse
1 Neither side affects the board, and Greenhouse is almost entirely irrelevant. The Gazebo is an overcosted draw spell.
Sporogenic Infection
3 This is a pretty weird take on an edict effect. You have some control over it, since the creature it gets put on can't be sacrificed -- and you can even put it on your own creature if your opponent only has one. But it definitely removes something and then gives you a ltitle upside beyond that.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
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.
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.
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.
Bleeding Woods
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 3: Omnivorous Flytrap
Omnivorous Flytrap
4.5 This has passable base stats, and getting delirium online is pretty doable in Green, so you're going to be generating tons of counters.
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
Optimistic Scavenger
4 This gives you a stupid amount of value for only one mana, and it's a must-kill one-drop since it's ability to augment creatures is so easy to get going. It's very easy to run like 10+ Enchantments in this format and go whild.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 4: Inquisitive Glimmer
Inquisitive Glimmer
3 This has nice stats and an ability that makes it easier to trigger eerie.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
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.
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.
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.
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.
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Neglected Manor
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!
Pack 3 Pick 5: Seized from Slumber
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 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.
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.
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.
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.
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.
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.
Pack 3 Pick 6: Under the Skin
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.
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.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
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.
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.
Pack 3 Pick 7: Savior of the Small
Savior of the Small
2 Not only do you need to trigger survival, you need a small creature in your graveyard for this ability to do something -- and the stats are below-rate. Triggering it once will be good, but I'm skeptical about that being easy.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
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.
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.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
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.
Bleeding Woods
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 11: Friendly Ghost
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 12: Spectral Snatcher
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.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Pack 3 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.