Leyline Axe
3.5 This offers a stats-boost that makes any creature a threat, and while it's a little clunky to cast and equip, the fact you get to put it in for free sometimes is a big deal.
Arbiter of Woe
2.5 You're going to need some fodder to make this really work out, but there's plenty of that in the format, and the enters trigger is pretty legit.
Heroic Reinforcements
3.5 If you can curve out with this at the top, you usually win the game -- and even if thigns aren't going quite that smoothly, it usually results in a big turn.
Spectral Sailor
3 This is a great one drop that can chip in for damage early, and in the late game it has a nice mana sink ability.
Hare Apparent
1.5 // 2.5 You can't really play this if you only have one, but if you have 4+, you'll get enough tokens for them to be worthwhile.
Hungry Ghoul
2.5 It has passable starting point and it's activated ability has some good applications in the format, in addition to just being solid on it's own.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Overrun
3.5 This can win a lot of games, though you do need a built out board and three green mana for it to do the job.
Pack 1 Pick 2: Goldvein Pick
Scrawling Crawler
4 While the draw is symmetrical, it always happens during your upkeep giving you the advantage of using that card first in most cases and your opponent is going to quickly lose life, too.
Midnight Snack
1 This doesn't impact the board much on it's own, and even if it's giving you food, finding a turn where you can sink a bunch of mana into it and use it's ability is going to be a rarity.
Claws Out
1.5 // 2.5 If you're good at going wide and you have like 4+ cats, this'll be worth playing for sure. If you're not lowering the cost and don't have enough creatures in general, it's unplayable.
Needletooth Pack
3.5 This is a great Morbid trigger. Getting it once is plenty strong, and if you can set it up on other turns too, you're going to win.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Grow from the Ashes
2 It can be tough to play a card that doesn't add to the board, but this can fix and ramp really effecitvely, and can be particularly good with landfall.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Pack 1 Pick 3: Bigfin Bouncer
Clinquant Skymage
2 This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
Perforating Artist
2.5 This has mediocre stats and while the Raid trigger can be pretty good if you can get it going multiple times, I'm skeptical you'll be able to.
Needletooth Pack
3.5 This is a great Morbid trigger. Getting it once is plenty strong, and if you can set it up on other turns too, you're going to win.
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
Bushwhack
2.5 Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Bigfin Bouncer
3 Adding a 3/2 to the board and bouncing your opponent's best creature feels pretty nice -- although it can be a little rough against "enters" triggers.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Time Stop
2.5 It's expensive, but close enough to Time Walk to be viable in most Blue decks.
Pack 1 Pick 4: Vanguard Seraph
Raise the Past
1 It's pretty hard to imagine a Limited deck that can use this effectively. White decks aren't graveyard-oriented at all in this format, and if your deck has lots of small creatures, you'd probably just be playing more of those instead of something this situational.
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
Garruk's Uprising
1.5 This isn't really the payoff you're looking for, mostly because it does stone nothing on it's own.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Quick-Draw Katana
2 This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Pack 1 Pick 5: Empyrean Eagle
Heraldic Banner
1.5 This is an awkward card, because you usually don't want to name the same color for both effects -- but you have no choice here.
Empyrean Eagle
3 An anthem for your flyers can be a powerful thing, helping you do tons of damage even when your opponent is building out their own board.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Bite Down
3.5 This is always great removal, and while you have to be careful agaisnt interaction, being an instant helps make it easy to find the rightw indow for it.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Hare Apparent
1.5 // 2.5 You can't really play this if you only have one, but if you have 4+, you'll get enough tokens for them to be worthwhile.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Pack 1 Pick 6: Inspiring Paladin
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Elfsworn Giant
3.5 This is a very strong landfall trigger, and while the stat-line isn't incredible, it's not thard to make sure you get at least one 1/1 out of this, and if it's left alone, it becomes a value engine.
Fanatical Firebrand
2.5 This is really nice on turn one, and it's ping ability keeps it at least somewhat relevant all game long.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Pack 1 Pick 8: Goldvein Pick
Ravenous Amulet
1.5 This is too slow to work out very well. If you have lots of fodder you might be able to go off, though.
Fishing Pole
1.5 Turning one of your creatures into a 1/1 Fish factory can be good, but it's frequently better to attack with a creature than it is to mess with this.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Pack 1 Pick 9: Overrun
Overrun
3.5 This can win a lot of games, though you do need a built out board and three green mana for it to do the job.
Hare Apparent
1.5 // 2.5 You can't really play this if you only have one, but if you have 4+, you'll get enough tokens for them to be worthwhile.
Hungry Ghoul
2.5 It has passable starting point and it's activated ability has some good applications in the format, in addition to just being solid on it's own.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Pack 1 Pick 10: Fake Your Own Death
Midnight Snack
1 This doesn't impact the board much on it's own, and even if it's giving you food, finding a turn where you can sink a bunch of mana into it and use it's ability is going to be a rarity.
Claws Out
1.5 // 2.5 If you're good at going wide and you have like 4+ cats, this'll be worth playing for sure. If you're not lowering the cost and don't have enough creatures in general, it's unplayable.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 1 Pick 11: Time Stop
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Time Stop
2.5 It's expensive, but close enough to Time Walk to be viable in most Blue decks.
Pack 1 Pick 12: Quick-Draw Katana
Quick-Draw Katana
2 This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
Zul Ashur, Lich Lord
2 // 3.5 This is playable even with 0 other zombies, but if you have 3 or 4 of them, it gets substantially better.
Heroic Reinforcements
3.5 If you can curve out with this at the top, you usually win the game -- and even if thigns aren't going quite that smoothly, it usually results in a big turn.
Zombify
2 It's rare for reanimation effects to be great in Limited, especially at 4+ mana. It's just tough to get your mana's worth.
Spectral Sailor
3 This is a great one drop that can chip in for damage early, and in the late game it has a nice mana sink ability.
Wardens of the Cycle
3 Just getting the Morbid trigger once is enough to feel good about things, and that's good -- but don't expect to make this go off one very turn.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Burglar Rat
2.5 This is always a solid Limited creature. It's certainly not a full-blown 2-for-1, but it gets a card up front and then you have a body around to block or sacrifice.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
Pack 2 Pick 2: Ajani's Pridemate
Muldrotha, the Gravetide
2 // 4.5 It takes some work to make Muldrotha work, but if you've got good mana, are good at milling yourself, and you have lots of permanents, it's probably going to be the strongest card in your deck.
Essence Scatter
3 This is always a great counterspell. It's easy to cast and usually generates some serious tempo.
Mischievous Pup
1.5 This was underwhelming last time we saw it -- it has a bad stat-line and a narrow enters trigger, so it's not going to make the cut all the time.
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Eaten Alive
3 Not going to be as good here as it was in Crimson Vow, as decayed zombie tokens aren't everywhere, but it's still petty awesome when you do have something expendable to give up.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Ajani's Pridemate
3 As usual, the Pridemate is a nice life gain payoff with a reasonable baseline.
Pack 2 Pick 3: Fiery Annihilation
Self-Reflection
1.5 It's tough to feel like you're getting your mana's worth, since you need an impressive creature to copy. Flashback does mean you get a 2-for-1 eventually, though.
Fiery Annihilation
4 This kills most stuff and turns off death triggers and any threat of recursion. Format has a decent number of equipment, too.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Burglar Rat
2.5 This is always a solid Limited creature. It's certainly not a full-blown 2-for-1, but it gets a card up front and then you have a body around to block or sacrifice.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Armasaur Guide
2.5 You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
Bite Down
3.5 This is always great removal, and while you have to be careful agaisnt interaction, being an instant helps make it easy to find the rightw indow for it.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Gutless Plunderer
1.5 Three-mana 2/2s with death touch aren't anything special and even if you get this Raid trigger it's hard to feel good about casting this.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Reclamation Sage
0.5 This is a sideboard card because it won't have targets often enough against most decks.
Pack 2 Pick 4: Healer's Hawk
Stroke of Midnight
0 This is never good. It's tempting to see it as efficient and flexible, but giving your opponent a 1/1 means you always end up behind. You really have to always be killing a huge bomb for that cost to be worth it, and that's not how it pans out.
Reassembling Skeleton
1.5 // 3.0 This isn't great if you're just planning on bringing it back to chump with it, but if you have something meaningful to do with the body -- or you're good at milling -- it can be a nice card.
Cathar Commando
2.5 This has a passable stat-line and Flash can allow it to trade up sometimes, and having disenchant in your main deck is nice.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Apothecary Stomper
2.5 This is pretty solid for the cost. The counters will augment your board in a pretty big way, and even as a 4/4 the stomper isn't really a creature that can be ignored.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Pack 2 Pick 5: Banishing Light
Soulstone Sanctuary
3 This hurts your mana base for sure, but having a land that can permanently turn into a creature is a big deal in the late game.
Wardens of the Cycle
3 Just getting the Morbid trigger once is enough to feel good about things, and that's good -- but don't expect to make this go off one very turn.
Aetherize
1.5 It's temping to imagine bouncing an entire alpha strike, but that won't happen very often. Can feel good in response to combat tricks, but if that's not the case, you're going down a card and your opponent isn't.
Stroke of Midnight
0 This is never good. It's tempting to see it as efficient and flexible, but giving your opponent a 1/1 means you always end up behind. You really have to always be killing a huge bomb for that cost to be worth it, and that's not how it pans out.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Bigfin Bouncer
3 Adding a 3/2 to the board and bouncing your opponent's best creature feels pretty nice -- although it can be a little rough against "enters" triggers.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Tolarian Terror
1.5 // 4 If you're in a spell heavy deck like UR, or a UB deck that's good at milling itself, the Terror is going to be a super powerful card that can often end games.
Dwynen's Elite
2.5 This'll just be a two mana 2/2 reasonably often, but it'll also make a 1/1 token a decent chunk of the time, and if it always did that it would be a 4.0.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Luminous Rebuke
2.5 This is either too narrow or too expensive, but having the choice between the modes makes it greater than the sum of its parts.
Infestation Sage
3 Getting two 1/1 bodies -- including one that can fly -- for only one mana is nice. Makes it good sacrifice fodder and a good Raid enabler.
Garruk's Uprising
1.5 This isn't really the payoff you're looking for, mostly because it does stone nothing on it's own.
Pack 2 Pick 7: Felidar Savior
Divine Resilience
1.5 This is good at blanking removal, not so good at winning combat -- and you kind of need both these days for a trick to be exciting.
Dwynen's Elite
2.5 This'll just be a two mana 2/2 reasonably often, but it'll also make a 1/1 token a decent chunk of the time, and if it always did that it would be a 4.0.
Felidar Savior
4 For 4 mana, you get 4/5 worth of stats, 2/2 of which effectively has haste, and 2/3 of which has lifelink. That's an amazing rate, and counters and life gain have support in the format.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Fanatical Firebrand
2.5 This is really nice on turn one, and it's ping ability keeps it at least somewhat relevant all game long.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Hungry Ghoul
2.5 It has passable starting point and it's activated ability has some good applications in the format, in addition to just being solid on it's own.
Pack 2 Pick 8: Prideful Parent
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
Inspiring Call
1.5 You need a lot of creatures with counters for this to feel worth it, and while this format certainly has decks that can do it, having a baseline of being a blank card is brutal.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Wardens of the Cycle
3 Just getting the Morbid trigger once is enough to feel good about things, and that's good -- but don't expect to make this go off one very turn.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Self-Reflection
1.5 It's tough to feel like you're getting your mana's worth, since you need an impressive creature to copy. Flashback does mean you get a 2-for-1 eventually, though.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Armasaur Guide
2.5 You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
Pack 2 Pick 12: Blossoming Sands
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 13: Gleaming Barrier
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Pack 3 Pick 1: Arahbo, the First Fang
Arahbo, the First Fang
4.5 3 mana for two 2/2s is a great rate and you're likely to have other cats around to push the advantage.
Sphinx of Forgotten Lore
5 A 4-mana 3/3 with flash and Flying is a very good card, and being able to flash back your spells is massive. Because of Flash, you'll often be able to get one attack in before your opponent ever has a chance to take it down, at which point they are probably too far behind anyway.
Dwynen, Gilt-Leaf Daen
3 The baseline here is solid and there are enough Elves in the format for this to buff a few of the creatures in your deck.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Strix Lookout
2 The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Involuntary Employment
1.0 // 2.5 You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Dazzling Angel
3 This is a solid stat-line and the incidental life gain is going to feel good in go-wide and lifegain decks in the format.
Bigfin Bouncer
3 Adding a 3/2 to the board and bouncing your opponent's best creature feels pretty nice -- although it can be a little rough against "enters" triggers.
Elfsworn Giant
3.5 This is a very strong landfall trigger, and while the stat-line isn't incredible, it's not thard to make sure you get at least one 1/1 out of this, and if it's left alone, it becomes a value engine.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Pack 3 Pick 3: Youthful Valkyrie
Soulstone Sanctuary
3 This hurts your mana base for sure, but having a land that can permanently turn into a creature is a big deal in the late game.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Youthful Valkyrie
2.5 This is an okayish stat-line, and most White decks will have like 3 angels, so the upside is accessible.
Brineborn Cutthroat
2 This has bad starting stats but there are enough cards with flash and instants in the set for it to grow.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Apothecary Stomper
2.5 This is pretty solid for the cost. The counters will augment your board in a pretty big way, and even as a 4/4 the stomper isn't really a creature that can be ignored.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
Pack 3 Pick 4: Prideful Parent
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
Spectral Sailor
3 This is a great one drop that can chip in for damage early, and in the late game it has a nice mana sink ability.
Strongbox Raider
2.5 Triggering Raid on this makes it a very nice 2-for-1, but a 4-mana 5/2 is otherwise abyssmal.
Infestation Sage
3 Getting two 1/1 bodies -- including one that can fly -- for only one mana is nice. Makes it good sacrifice fodder and a good Raid enabler.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Strix Lookout
2 The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Pack 3 Pick 5: Felidar Savior
Ruby, Daring Tracker
3.5 She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
Gutless Plunderer
1.5 Three-mana 2/2s with death touch aren't anything special and even if you get this Raid trigger it's hard to feel good about casting this.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Felidar Savior
4 For 4 mana, you get 4/5 worth of stats, 2/2 of which effectively has haste, and 2/3 of which has lifelink. That's an amazing rate, and counters and life gain have support in the format.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Lunar Insight
1.5 This has some nice extreme late game upside, but int he early game it's pretty close to a blank card.
Pack 3 Pick 6: Felling Blow
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
Felling Blow
3 This is a little bit clunky and you have to be careful about when you cast it -- but when the coast is clear, it's going to kill something and make your creature a better attacker at the same time.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Bushwhack
2.5 Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
Omniscience
0 This is too expensive to be relevant, and even when you do get it in play in Limited, you probably don't have any cards you need to cast for free anyway -- since you have 10 mana.
Goblin Negotiation
3 This is never going to feel like efficient removal, but being able to use this to add to the board in a big way too makes up for that a little bit.
Self-Reflection
1.5 It's tough to feel like you're getting your mana's worth, since you need an impressive creature to copy. Flashback does mean you get a 2-for-1 eventually, though.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Wardens of the Cycle
3 Just getting the Morbid trigger once is enough to feel good about things, and that's good -- but don't expect to make this go off one very turn.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Fanatical Firebrand
2.5 This is really nice on turn one, and it's ping ability keeps it at least somewhat relevant all game long.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Pack 3 Pick 11: Mocking Sprite
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.