Flamewake Phoenix
4 This feels great on 3, and bringing it back in the late game is very doable.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
Juggernaut
1.5 If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
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.
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.
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.
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.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Pack 1 Pick 2: Dragon Trainer
Banner of Kinship
1.5 The set really doesn't have enough of a typal theme for this to be a factor in 99% of decks.
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.
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
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.
Mischievous Mystic
4 This has good stats, and even if you only get one token out of it you're going to feel great.
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.
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.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
Wildwood Scourge
2 This never feels like an efficient creature, and it doesn't exactly grow quickly.
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.
Angel of Finality
2.5 This is a nice stat-line, and sometimes you'll take threshold away from your opponent.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
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.
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.
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.
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.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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 5: 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.
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.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
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.
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.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Thousand-Year Storm
0 It's very difficult to make this do anything in Limited. You just don't cast enough instants and sorceries in a single turn for it to go off.
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.
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.
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.
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.
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.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
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.
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.
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.
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.
Juggernaut
1.5 If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Pack 1 Pick 10: 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.
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.
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.
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.
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.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
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.
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.
Pack 1 Pick 13: Macabre Waltz
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.
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.
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.
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.
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.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
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.
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.
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.
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.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
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.
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.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Pack 2 Pick 2: Mossborn Hydra
Mossborn Hydra
3 This starts very small and very vulnerable, and you need two land fall triggers to make it so that's not the case. Once you get there, it starts to run away with the game -- but I don't love how this starts.
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.
Nessian Hornbeetle
3.5 Growing at combat is big, and this creature can very quickly become a threat.
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.
Hero's Downfall
3.5 This is premium removal. It's a little hard to cast at times, but answering creatures or planeswalkers for three mana is great on an instant.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
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.
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.
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.
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.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra 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.
Pack 2 Pick 3: Eaten Alive
Rite of the Dragoncaller
0 / 4 Most decks can't use this -- spending 6 mana to not impact the board is really bad, so you had better untap and cast a spell or two. And your deck needs lots of spells to make that happen. It is super strong in the right deck.
Homunculus Horde
1.5 If you can ge these triggers going it can be pretty insane, but it's super vulnerable and expensive to cast, and it isn't like drawing 2 cards a turn is automatic.
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.
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.
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.
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.
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.
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.
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 4: Stab
Progenitus
0 There's no reliable way to cheat it into play in this format, so you'll never see it in play.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
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.
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.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
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.
Pack 2 Pick 5: Burglar Rat
Sun-Blessed Healer
4 A two mana 3/1 with lifelink is something you play 100% of the time, and this has an insane kicker mode in the late game.
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.
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
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.
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.
Pack 2 Pick 6: Stab
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.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
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.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Juggernaut
1.5 If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
Pack 2 Pick 7: Bake into a Pie
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Reclamation Sage
0.5 This is a sideboard card because it won't have targets often enough against most decks.
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.
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.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
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.
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.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 8: Crypt Feaster
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.
Eager Trufflesnout
3 Getting one food out of this feels good, and if you get more than that you're going to be thrilled.
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.
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.
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.
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.
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 9: Sanguine Syphoner
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.
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.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
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.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Pack 2 Pick 10: Vampire Soulcaller
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.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
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.
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.
Pack 2 Pick 11: Stab
Stab
4 This is super efficient removal that can often trade up.
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.
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.
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 3 Pick 1: Infestation Sage
Banner of Kinship
1.5 The set really doesn't have enough of a typal theme for this to be a factor in 99% of decks.
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.
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.
Juggernaut
1.5 If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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.
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.
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.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 2: Scrawling Crawler
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.
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.
Joust Through
3 It's narrow, but it's so efficient that I think that's acceptable.
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.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
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.
Vampire Gourmand
3.5 This is a strong sacrifice outlet since you get to replace the creature right away and get in for 2. It's good at enabling Raid, too.
Pack 3 Pick 3: Strongbox Raider
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.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
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.
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.
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.
Pack 3 Pick 4: Elvish Archdruid
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.
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.
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.
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.
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.
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.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Essence Scatter
3 This is always a great counterspell. It's easy to cast and usually generates some serious tempo.
Pack 3 Pick 5: Billowing Shriekmass
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.
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.
Billowing Shriekmass
3 This helps set up graveyard stuff while also frequently becoming a 4/4 flyer as a result of it's trigger.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
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.
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.
Scoured Barrens
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.
Pack 3 Pick 6: Firebrand Archer
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
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.
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.
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.
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.
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.
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.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 7: Vampire Soulcaller
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Zombify
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.
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.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 9: Axgard Cavalry
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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.
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.
Pack 3 Pick 10: Courageous Goblin
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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.
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.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Pack 3 Pick 14: Crackling Cyclops
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.