Leyline of Mutation
0 This gives your cards an alternate cost that you can never pay. 'nough said.
Twitching Doll
4 Even withou the spider ability this is a card you would play 100% of the time, since it has a real body and can ramp and fix your mana. So, the fact taht this can produce a bunch of tokens in the late game is pretty awesome.
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.
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.
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.
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.
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.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
Pack 1 Pick 2: Threats Around Every Corner
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!
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.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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.
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.
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.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
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.
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.
Pack 1 Pick 3: Growing Dread
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.
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.
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.
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.
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.
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.
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.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 1 Pick 4: Altanak, the Thrice-Called
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.
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Altanak, the Thrice-Called
3 It's a lot of mana, but it's castable and it's basically always going to be a 2-for-1.
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.
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.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Pack 1 Pick 5: Spineseeker Centipede
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
Pack 1 Pick 6: Horrid Vigor
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.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
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 7: 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.
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.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
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.
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.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Pack 1 Pick 8: Strangled Cemetery
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Strangled Cemetery
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 9: Daggermaw Megalodon
Leyline of Mutation
0 This gives your cards an alternate cost that you can never pay. 'nough said.
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.
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.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
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.
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.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 12: Frantic Strength
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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 1 Pick 13: Rampaging Soulrager
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
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.
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.
Disturbing Mirth
3 Red/Black has enough ways to sacrifice Enchantments that this is going to generate serious value. They're great in multiples, too.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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.
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.
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.
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.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 2 Pick 2: Stay Hidden, Stay Silent
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.
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.
Sheltered by Ghosts
3.5 Removal that buffs your creature is pretty sweet, and the Ward makes it significantly less risky.
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.
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.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
Peculiar Lighthouse
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 2 Pick 3: Floodpits Drowner
Conductive Machete
2.5 This is a 4-mana 4/3 with tons of upside. Hard to be upset with that.
House Cartographer
3 This Survival trigger is a great way to avoid missing a land drop, and it can fix your mana too.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
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.
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.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Pack 2 Pick 4: Silent Hallcreeper
Silent Hallcreeper
4.5 All of these triggers are really good. Generally, you're probably going to go for the card first to make sure you get a 2-for-1, then you'll get the counters, then you'll transform it into your best creature. That's pretty insane for two mana.
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.
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.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
Pack 2 Pick 5: Tunnel Surveyor
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.
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.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
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.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
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.
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.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
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.
Lakeside Shack
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 2 Pick 7: Final Vengeance
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.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
Pack 2 Pick 8: Terramorphic Expanse
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 2 Pick 10: Peculiar Lighthouse
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
Peculiar Lighthouse
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 2 Pick 11: Shepherding Spirits
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.
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.
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.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Pack 2 Pick 12: Hardened Escort
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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 3 Pick 1: Bottomless Pool
Meathook Massacre II
2 This doesn't live up to the bomb status of it's predecessor. It's too hard to cast and you have to sink lots of mana into it for it to do anything meaningful.
Victor, Valgavoth's Seneschal
3.5 Triggering eerie three times is possible though unlikely. But that's okay, because getting just the first trigger is pretty good.
Bottomless Pool
3.5 A Sorcery-speed bounce for one mana is pretty decent -- and this comes with big Enchantment upside - and this turns into a card advantage engine in the 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.
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.
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.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
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.
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.
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.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
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.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 2: Bashful Beastie
Valgavoth's Lair
3 The enchantment typing here is huge, as it gives you a way to trigger eerie with a land -- and it even fixes your mana!
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.
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.
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.
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
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.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Pack 3 Pick 3: Oblivious Bookworm
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
Wickerfolk Thresher
4 This Delirium trigger usually means you're going to get at least a 2-for-1, and left unchecked Wickerfolk Thresher takes over the game -- all while having a very solid baseline.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Manifest Dread
Conductive Machete
2.5 This is a 4-mana 4/3 with tons of upside. Hard to be upset with that.
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.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
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.
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.
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.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
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.
Pack 3 Pick 5: Oblivious Bookworm
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
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.
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.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 6: Tunnel Surveyor
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.
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.
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.
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.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
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 Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 7: Moldering Gym
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
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.
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.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
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.
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.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 8: Twist Reality
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
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.
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.
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.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 9: Friendly Ghost
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.
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.
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.
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.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
Pack 3 Pick 10: Rampaging Soulrager
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
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.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
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.
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.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 14: Horrid Vigor
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.