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.
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.
Grappling Kraken
3 It's expensive, but it has a very strong landfall trigger. Once it's in play, each land you draw becomes a removal spell -- so you don't really care if you flood out.
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.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
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.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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.
Pack 1 Pick 2: Stab
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.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Good-Fortune Unicorn
3 Extra counters are great, but starting as a three mana 2/2 isn't.
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.
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.
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.
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.
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.
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.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
Pack 1 Pick 3: Cephalid Inkmage
Reclamation Sage
0.5 This is a sideboard card because it won't have targets often enough against most decks.
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.
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
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.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
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.
Pack 1 Pick 4: Diregraf Ghoul
Diregraf Ghoul
2 Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
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.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
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.
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.
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.
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.
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.
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.
Nessian Hornbeetle
3.5 Growing at combat is big, and this creature can very quickly become a threat.
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.
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 1 Pick 6: Gutless Plunderer
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
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.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
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.
Pack 1 Pick 7: Skyship Buccaneer
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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.
Pack 1 Pick 8: Gleaming Barrier
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.
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.
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
Pack 1 Pick 9: Dismal Backwater
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.
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.
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 10: Witness Protection
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.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
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.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
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.
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.
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.
Tatyova, Benthic Druid
4 Her Landfall trigger wins games, and while she's a bit slow and has a bad stat-line, the life she gains you helps make up for that -- and makes it more likely you'll cast those new cards you draw, 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.
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.
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.
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.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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: Abyssal Harvester
Abyssal Harvester
4 It's harder than you might think to have something die consistently for this to make tokens of, but the good news is you only have to do it once to feel pretty good about things.
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.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
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.
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.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 3: Marauding Blight-Priest
Herald of Eternal Dawn
4.5 This can flash in and ambush block something, and then if your opponent doesn't kill it well...obviously, they can't win. And you can win in a hurry because you have a huge flyer.
Day of Judgment
4 This can be awkward at times, especially in aggro decks -- but it has the ability to reshape the board in a way pretty much no other card can.
Guarded Heir
3.5 This is expensive, but it delivers what a 6-mana card could. It's virtually impossible for you to win the game the turn after you cast it, even when you're behind -- and it can pull you ahead if you're at parity.
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
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.
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.
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.
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 2 Pick 4: Pilfer
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.
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.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good 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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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: Infernal Vessel
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.
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.
Good-Fortune Unicorn
3 Extra counters are great, but starting as a three mana 2/2 isn't.
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.
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.
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.
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.
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.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Clinquant Skymage
2 This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
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.
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.
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.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 7: Erudite Wizard
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.
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.
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.
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.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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 2 Pick 8: An Offer You Can't Refuse
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 9: Soul-Shackled Zombie
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.
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.
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.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 11: Crypt Feaster
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
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 2 Pick 12: Island
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
Pack 3 Pick 1: Burglar Rat
Scavenging Ooze
4.5 This little two drop can wreak havoc on graveyards while growing to a massive size and gaining you life -- it's relevant all game long.
Tragic Banshee
3 Morbid triggers that only do something once can be rough, as you just can't always find a way to make something day and then spend 5 mana on this. If you can it'll feel great, and it's nice that it can still kill an X/1 in a pinch.
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.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Good-Fortune Unicorn
3 Extra counters are great, but starting as a three mana 2/2 isn't.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Fiendish Panda
4 This is usually going to be a 2-for-1, and if you're good at gaining life it can become a threat in its own right.
Pack 3 Pick 2: Strix Lookout
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.
Serra Angel
3 This is still a pretty legit creature in Limited. The stat-line's great and it performs well as both an attacker and blocker, which is great, since it has Vigilance.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
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.
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.
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.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this 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.
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.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 3: Burglar Rat
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.
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.
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.
Seeker's Folly
1.5 This has two weak, narrow effects. And while having the option to choose the most useful one is nice, it's not enough to make it something that makes the cut consistently.
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.
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.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
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.
Ashroot Animist
4 This is going to send a ton of trample damage your opponents way the turn after you play it.
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.
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.
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.
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.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Pack 3 Pick 5: Spectral Sailor
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.
Lathril, Blade of the Elves
2.5 You need this to get in once to feel worth it, and while Menace helps with that, the 2/3 stat-line doesn't. You won't be getting 10 elves, so don't worry about that part.
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.
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.
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.
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.
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 3 Pick 6: Mischievous Mystic
Brass's Bounty
0 You never need 7 treasure in Limited when you already have 7 mana.
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.
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.
Mischievous Mystic
4 This has good stats, and even if you only get one token out of it you're going to feel great.
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.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 7: Revenge of the Rats
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.
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.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
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.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 8: Lightshell Duo
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.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
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.
Tragic Banshee
3 Morbid triggers that only do something once can be rough, as you just can't always find a way to make something day and then spend 5 mana on this. If you can it'll feel great, and it's nice that it can still kill an X/1 in a pinch.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
Pack 3 Pick 10: Fake Your Own Death
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 11: Seeker's Folly
Seeker's Folly
1.5 This has two weak, narrow effects. And while having the option to choose the most useful one is nice, it's not enough to make it something that makes the cut consistently.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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.
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.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 13: Swamp
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.
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.