Elvish Archdruid
3 This has a passable baseline as a three mana 2/2 that can tap for Green, and most Green decks in this format will have enough Elves for there to be additional upside.
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.
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
Slumbering Cerberus
2 This is an early enabler for the Red/Green deck, and it can definitely swing hard for the cost -- but it also dies to pretty much everything.
Joust Through
3 It's narrow, but it's so efficient that I think that's acceptable.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
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.
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.
Pack 1 Pick 2: Drakuseth, Maw of Flames
Drakuseth, Maw of Flames
3.5 If this attacks, the game is over -- but it does cost 7 mana including triple Red, and it's relatively vulnerable, so that's far from a guarantee.
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.
Quakestrider Ceratops
2.5 This is a huge vanilla creature -- so huge that I think it's actually going to make the cut in most Green decks, even if it doesn't do anything other than attack or block.
Abrade
3.5 Two mana deal 3s are always great, and this one can take out an artifact on occasion.
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.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
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.
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.
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.
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.
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.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Dragon Trainer
4 The rate here is great, and if you can recur the Trainer, things get out of hand in a hurry.
Pack 1 Pick 3: Elfsworn Giant
Imprisoned in the Moon
1.5 This is flexible, but giving your opponent mana means that you can't really cast it early -- otherwise the downside can be monumental -- so it's really not that flexible.
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.
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Helpful Hunter
3.5 Two mana 1/1s that draw a card are also quality Limited cards, and there's no reason that won't be true here.
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.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
Pack 1 Pick 4: Beast-Kin Ranger
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
Battlesong Berserker
3 This adds +1/+0 and menace to the board when it comes down, and can attack as a 4/4 menace even when it's on it's own.
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
Infernal Vessel
4 You spend three mana for a 2/1 and a 4/3 -- that's an excellent deal, and usually a 2-for-1.
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.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
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.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Burst Lightning
4 This is Shock with upside, and the upside is real -- since in the late game it can deal with much larger creatures or finish the opponent off.
Clinquant Skymage
2 This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
Pack 1 Pick 6: Goblin Negotiation
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.
Revenge of the Rats
1 / 3.5 This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
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.
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.
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.
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.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Pack 1 Pick 7: Goldvein Pick
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
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.
Pack 1 Pick 8: Burst Lightning
An Offer You Can't Refuse
0 One mana to counter a noncreature spell is great! Giving your opponent a huge mana boost, though? Not so much. You basically 2-for-1 yourself when you cast this.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
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.
Burst Lightning
4 This is Shock with upside, and the upside is real -- since in the late game it can deal with much larger creatures or finish the opponent off.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 1 Pick 9: Slumbering Cerberus
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.
Slumbering Cerberus
2 This is an early enabler for the Red/Green deck, and it can definitely swing hard for the cost -- but it also dies to pretty much everything.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
Pack 1 Pick 10: Firebrand Archer
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.
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.
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.
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.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 1 Pick 11: Bulk Up
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.
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Revenge of the Rats
1 / 3.5 This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
Pack 2 Pick 1: Beast-Kin Ranger
Tinybones, Bauble Burglar
2 // 3 On it's own, Tinybones can get some decent card advnatage with it's ability, but you probably need a few other discard spells to really feel like you got there with him.
Shivan Dragon
2 This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
Stromkirk Bloodthief
1.5 Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
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.
Skyship Buccaneer
3.5 If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
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.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
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.
Youthful Valkyrie
2.5 This is an okayish stat-line, and most White decks will have like 3 angels, so the upside is accessible.
Pack 2 Pick 2: Abrade
Authority of the Consuls
0 This is pretty much only good on turn one, and even then there's no guarantee that it does anything to help you win a game. The effects it gives you are too small and not always relevant.
Swiftblade Vindicator
3 You need to do a little bit of extra work with counters, auras, and the like for this to really go off -- but the baseline is fine too.
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
Inspiration from Beyond
0 // 3 This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
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.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Stab
4 This is super efficient removal that can often trade up.
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.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Abrade
3.5 Two mana deal 3s are always great, and this one can take out an artifact on occasion.
Pack 2 Pick 3: Snakeskin Veil
Flamewake Phoenix
4 This feels great on 3, and bringing it back in the late game is very doable.
Resolute Reinforcements
3 This is just a good rate, and it gets better if you've got some ways to blink or recur the Reinforcements.
Dreadwing Scavenger
4 This is a very strong signpost Uncommon. Looting on entering and attack is super powerful, and it's likely to get you to threshold even on it's own.
Snakeskin Veil
3 Always a great trick, it's solid in combat and great against removal. Spending one mana to win combat or blank a removal spell is a great feeling.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
Jungle Hollow
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 2 Pick 4: Solemn Simulacrum
Solemn Simulacrum
4 This generates a 3-for-1 almost every time you play it, and that's an advantage that can set you up for victory.
Joust Through
3 It's narrow, but it's so efficient that I think that's acceptable.
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.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
Skyship Buccaneer
3.5 If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
Pack 2 Pick 5: Bushwhack
Electroduplicate
3 This gets really good with creatures that have enters, attacks, or death triggers -- or with big ol' creatures, and with flashback you'll be able to get enough value out of this for it to be worthwhile.
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.
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
Stab
4 This is super efficient removal that can often trade up.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
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.
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.
Pack 2 Pick 6: Dragon Trainer
Dragon Trainer
4 The rate here is great, and if you can recur the Trainer, things get out of hand in a hurry.
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.
Blanchwood Armor
0 You would need a mono-green deck with lots of hexproof for this to be a thing, and you can't pull that off in this format.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 7: Heraldic Banner
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.
Arcane Epiphany
2.5 5 mana to draw 3 is powerful but a little bit expensive. However, most Blue decks will be able to make this cost 4 often enough for me to get behind playing it a good chunk of the time.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
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.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
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.
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.
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.
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 9: Shivan Dragon
Shivan Dragon
2 This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
Stromkirk Bloodthief
1.5 Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
Swiftblade Vindicator
3 You need to do a little bit of extra work with counters, auras, and the like for this to really go off -- but the baseline is fine too.
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
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.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 11: Beast-Kin Ranger
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Pack 2 Pick 12: Beast-Kin Ranger
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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 3 Pick 1: Krenko, Mob Boss
Krenko, Mob Boss
4 Even without other Goblins, Krenko represents a serious threat because of his ability to generate tons of tokens.
Progenitus
0 There's no reliable way to cheat it into play in this format, so you'll never see it in play.
Cat Collector
4 If this was 5-mana for a 3/2 that makes a 1/1 and gains you 3 life, you'd play that card happily -- and this has lots of upside beyond that.
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
Dreadwing Scavenger
4 This is a very strong signpost Uncommon. Looting on entering and attack is super powerful, and it's likely to get you to threshold even on it's own.
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.
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.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
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.
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.
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.
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.
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.
Pack 3 Pick 2: Loot, Exuberant Explorer
Genesis Wave
1 You need a ton of mana for casting this to be worthwhile, and you just can't get there in Limited often enough.
Loot, Exuberant Explorer
4 The "extra land" ability is pretty underwhelming in most Limited games, but that activated ability is legit. It makes it so you never have to worry about flooding out, and that's great.
Infernal Vessel
4 You spend three mana for a 2/1 and a 4/3 -- that's an excellent deal, and usually a 2-for-1.
Angel of Finality
2.5 This is a nice stat-line, and sometimes you'll take threshold away from your opponent.
Micromancer
1 // 3.5 You need to have two spells this can tutor up for it to be worth it, and if you get there -- you're going to be really happy with this card.
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.
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.
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.
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.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
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.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 3: Krenko, Mob Boss
Krenko, Mob Boss
4 Even without other Goblins, Krenko represents a serious threat because of his ability to generate tons of tokens.
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.
An Offer You Can't Refuse
0 One mana to counter a noncreature spell is great! Giving your opponent a huge mana boost, though? Not so much. You basically 2-for-1 yourself when you cast this.
Battlesong Berserker
3 This adds +1/+0 and menace to the board when it comes down, and can attack as a 4/4 menace even when it's on it's own.
Adventuring Gear
1.5 Offering no buff at all on many turns is a problem, even if the buff can be great in the early game when you're hitting all your land drops.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
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.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 4: Gnarlid Colony
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
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.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
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.
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.
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.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Seismic Rupture
0.5 This is mostly sideboard material. Most decks won't be equipped to abuse it, and most opponents won't have the right deck for it to be useful.
Pack 3 Pick 5: Slumbering Cerberus
Inspiration from Beyond
0 // 3 This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
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.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
Slumbering Cerberus
2 This is an early enabler for the Red/Green deck, and it can definitely swing hard for the cost -- but it also dies to pretty much everything.
Pack 3 Pick 6: Firespitter Whelp
Crystal Barricade
1 Hexproof and preventing noncombat damage is almost irrelevant in Limited, so you're left with a purely defensive creature which is rarely good in Limited.
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.
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
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.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
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.
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.
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 3 Pick 7: Burst Lightning
Battlesong Berserker
3 This adds +1/+0 and menace to the board when it comes down, and can attack as a 4/4 menace even when it's on it's own.
Burst Lightning
4 This is Shock with upside, and the upside is real -- since in the late game it can deal with much larger creatures or finish the opponent off.
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.
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.
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.
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.
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.
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.
Inspiration from Beyond
0 // 3 This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
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.
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.
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
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.
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.
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.
Pack 3 Pick 10: Goblin Surprise
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.
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.
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.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 11: Ruby, Daring Tracker
Adventuring Gear
1.5 Offering no buff at all on many turns is a problem, even if the buff can be great in the early game when you're hitting all your land drops.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
Pack 3 Pick 12: Seismic Rupture
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Seismic Rupture
0.5 This is mostly sideboard material. Most decks won't be equipped to abuse it, and most opponents won't have the right deck for it to be useful.
Pack 3 Pick 13: Sower of Chaos
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.