Ornery Tumblewagg
5 Don't sleep on the Tumblewagg. A free counter every turn is a big game, and I'd love with this even without the Saddle.
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Fleeting Reflection
1.5 Hexproof can be nice in the right situation. So can turning your creature into a copy of something else. However, both effects are too narrow for this to make the cut all that often.
Lassoed by the Law
4 This is great Removal that also gives you a relevant body, hard not to be excited about that.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Voracious Varmint
2 This has solid stats and an ability with some utility. This isn't a format loaded up with artifacts and enchantments, though.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Assimilation Aegis
4 This is an Oblivion Ring that comes with the upside of making a creature into a copy of the exiled one. That last part isn't always going to be useful, but because this card's already so efficient, it doesn't reall matter. It's upside on a card that's already very good.
Murder
2.5 This isn't the premium removal it once was, but it's still pretty solid.
Pack 1 Pick 2: Bounding Felidar
Cunning Coyote
4 This is a great two drop that can do a ton of damage if it comes down on turn two -- especially if you played a one drop. But it also has nice late game upside that allows it to always stay relevant.
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Bounding Felidar
2.5 This is a huge payoff for Saddling, as the counters and life are sure to alter a race in your favor.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Take Up the Shield
3 This was a very strong trick last time, and it will be this time too. It helps a creature win combat, can blank more removal, and leaves behind a permanent buff.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Bristling Backwoods
2 This is a solid source of fixing, though you're probably hoping to get one of the other deserts that fixes your mana.
Rooftop Assassin
2 Killing things that have already been damaged is surprisingly hard to take advantage of. They pushed this pretty hard with all these keywords, so I think it'll be better than most similar creatures we have seen. But it's still nothing special.
Ride Down
2.5 This is pretty nice in all-out aggressive Red-White decks, but too situational for anything else.
Pack 1 Pick 3: Steer Clear
Emergent Haunting
3 I don't love that this does nothing on it's own, but turning into a 3/3 Flyer looks very doable. Heck, just playing in on two and passing on turn three with all your mana up sounds like a good call in many situations anyway.
Lively Dirge
1.5 If you can get two bodies back with this it can feel reasonable, but setting your graveyard up just right isn't super easy, even with the tutor effect.
Kraum, Violent Cacophony
3.5 Playing this and casting something with Plot in the same turn will be a big turn, and that's not even close to far-fetched.
Dance of the Tumbleweeds
2.5 Ramp spells that don't impact the board can hurt, but this provides really nice fixing early and can be a legit win conditoin late.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Prickly Pair
3.5 Three mana 2/2s that make 1/1s always perform well in Limited, and these tokens both come with an "Outlaw" creature type.
Molten Duplication
1 It's rarely worth it to get a temporary copy of a creature.
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Unfortunate Accident
4 Destroying your opponent's best creature and adding to the board is very powerful, and the fail case here is Murder.
Harrier Strix
2.5 This is a nice turn one play, and in the later game it's ETB can do some work -- especially if you need to commit some crimes.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Bristlepack Sentry
3 This is going to overperform because it counts itself. This means buffing it with a mercenary allows it to attack, as do buffs from counters and equipment.
Reckless Lackey
3 This is a pretty pushed stat-line, making it a great play on turn one and a great place to put Equipment, counters, and tricks. And if it ever becomes useless you can just cash it in.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Jagged Barrens
1 This weak ability isn't worth the hit to your mana base.
Intrepid Stablemaster
3.5 This is a great two drop that can attack and block pretty well, and it's ability to ramp your mana is great, even if you 0 Mounts or Vehicles.
Pack 1 Pick 5: Congregation Gryff
Visage Bandit
2.5 Clones that only let you do stuff with your side of the battlefield usually aren't great, but having Plot makes it more intriguing.
Longhorn Sharpshooter
3.5 Actually getting to do something to the board when you plot is a big deal, and a 4-mana 3/3 that does 2 to something on ETB is a great card, and this has more upside than that.
Congregation Gryff
3.5 This can become a 2/5 with lifelink even if it's your only mount, and it's not going to be your only mount.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Fake Your Own Death
2.5 This type of trick is always solid. It's good in combat, good against removal, and has the upside of working well with ETB.
Take Up the Shield
3 This was a very strong trick last time, and it will be this time too. It helps a creature win combat, can blank more removal, and leaves behind a permanent buff.
Back for More
2.5 The ceiling here is incredibly high. You reanimate something at instant speed, use it to ambush block, and then have it fight something else. If the creature is big enough, it can survive all of that! But setting that up and getting the stats to line up correctly is pretty tough.
Pack 1 Pick 6: Drover Grizzly
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Outlaw Stitcher
4 The baseline is great, and you'll often be able to get the extra large zombie out of the deal.
Vial Smasher, Gleeful Grenadier
3 If you play this on two and he sticks around, he's going to chip in tons and tons of damage. The trigger commits a crime, too!
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Heartless Pillage
1.5 Mind Rot isn't a good card. This is Mind Rot with minor upside.
Pack 1 Pick 7: Congregation Gryff
Caught in the Crossfire
2 Sweepers are tough to get to work in Limited, but this one is trying it's hardest. The two modes should mean that you can choose one that hurts your opponent more than it hurts you a decent chunk of the time.
Congregation Gryff
3.5 This can become a 2/5 with lifelink even if it's your only mount, and it's not going to be your only mount.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
Thunder Salvo
3 The baseline here is a playable card, and doing three with this seems pretty easy in Red between having a low curve and the Plot mechanic.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 1 Pick 8: Raucous Entertainer
Map the Frontier
1 It's been awhile since a 4-mana spell that ramps your mana and doesn't help your board state has been something you play with regularity.
Raucous Entertainer
3 Plot means getting multiple bodies into play in a turn is easier than normal in this format, and even when you aren't doing that this is a nice way to spend excess mana.
Trick Shot
2.5 This is a little expensive, but it'll have a token to hit reasonably often and it can kill just about anything at instant speed. You probably don't want more than one of them, though.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Raucous Entertainer
3 Plot means getting multiple bodies into play in a turn is easier than normal in this format, and even when you aren't doing that this is a nice way to spend excess mana.
Pack 1 Pick 9: Steer Clear
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Fleeting Reflection
1.5 Hexproof can be nice in the right situation. So can turning your creature into a copy of something else. However, both effects are too narrow for this to make the cut all that often.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Lively Dirge
1.5 If you can get two bodies back with this it can feel reasonable, but setting your graveyard up just right isn't super easy, even with the tutor effect.
Dance of the Tumbleweeds
2.5 Ramp spells that don't impact the board can hurt, but this provides really nice fixing early and can be a legit win conditoin late.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Pack 1 Pick 13: Steer Clear
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Tinybones, the Pickpocket
2.5 This is mostly just a mythic rare one mana 1/1 with death touch. In the early game, your opponent won't have spells for you to steal. Then by the time they do have stuff worth stealing, they can just block tinybones with a Mercenary token.
Getaway Glamer
3 This is nice removal, with some added utility, and if your creature has the highest power, you can blink it to make sure you can still kill your opponent's creature.
Prosperity Tycoon
3.5 This gives you two bodies for a reasonable cost, and it's abilty to become indestructible is a real problem for your opponent. Blocking this is kind of a nightmare.
Magebane Lizard
1.5 This is a weirdly defensive stat-line on a creature with an aggressive ability. It's also pretty awkward that Red is one of the colors that wants to cast multiple spells in a turn, and the effect is symmetrical.
Slick Sequence
3.5 Two mana to deal two to anything is probably a 2.0, but you're going to draw with this a huge chunk of the time.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Explosive Derailment
4 This is a great removal spell. Even if it was always just the first mode, it would be a card that always makes the cut -- and one you take highly. But the added Spree upside means that you can achieve a 2-for-1 sometimes.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Failed Fording
2 This style of card is virtually always a 2, even with a little bit of upside. It's nice that you can interact, but the price you pay is often card disadvantage.
Sterling Supplier
3 It's a 5-drop so you don't want a bunch of them, but 5-mana for 4/5 worth of stats, 3/4 of which has Flying, is a really good deal. You probably don't want more than one of these, though.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Blacksnag Buzzard
2.5 If you get the counter, this'll feel pretty good. If you don't...it's pasasble. That makes it solid filler over all.
Skullcrack
1 Burn that only hits players is pretty bad in Limited, as it has no impact on the board. It just isn't worth going down a card for 4 damage and nothing else.
Pack 2 Pick 2: Hardbristle Bandit
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Fleeting Reflection
1.5 Hexproof can be nice in the right situation. So can turning your creature into a copy of something else. However, both effects are too narrow for this to make the cut all that often.
Gila Courser
3.5 This saddle trigger is super strong, and saddling this is easy. If you get to attack, you're all but guaranteed a 2-for-1.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
Hardbristle Bandit
3 I wouldn't count on getting a benefit out of untapping this with regularity, but doing it once per game isn't a stretch, and a two mana 1/1 that taps for mana of any color is always playable anyway.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
Blacksnag Buzzard
2.5 If you get the counter, this'll feel pretty good. If you don't...it's pasasble. That makes it solid filler over all.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Bristlepack Sentry
3 This is going to overperform because it counts itself. This means buffing it with a mercenary allows it to attack, as do buffs from counters and equipment.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 2 Pick 3: Congregation Gryff
Forsaken Miner
3 This will deliver quite the beat down if you play it on turn one, and even once the game gets late, you can find things to do with this recursive body.
Nimble Brigand
3 The stats are bad, but if you get in with this once you'll feel pretty good ,and getting it with it is pretty easy. Get in with it more than once, and the game might just be over.
Thunder Lasso
2 The turn you play this will feel pretty great, as it can really upgrade your attacks. The problem is how clunky it is when you have to Equip it thereafter.
Congregation Gryff
3.5 This can become a 2/5 with lifelink even if it's your only mount, and it's not going to be your only mount.
Rodeo Pyromancers
2.5 In a format with Plot, this looks pretty good. It helps you have the mana to plot things, and casting something with Plot for free on your next turn and netting two red mana is sweet too. You won't always be able to use it, but I think you'll be able to often enough.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Spring Splasher
2 Pretty nice on turn two, as there isn't much that can block it in the early game. It isn't terrible in the mid to late game either, as it can really improve an attack for you.
Overzealous Muscle
2 This only working on your turn is kind of sad, but it's a fairly capable attacker thanks to it's ability to gain indestructibility.
Wanted Griffin
2.5 4-mana 3/2s can be abyssmal, since there is one mana removal that can deal with it, but this leaves a body behind to make up for that.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
Pack 2 Pick 4: Tumbleweed Rising
Binding Negotiation
2 It's nice that this can go after Plotted cards. When you do that it will almost feel like Time Walk. It still has the downside of most discard spells of course -- it doesn't impact the board and has dimnishing returns the later games get, but it's efficient enough to be solid.
Ferocification
1 These Enchantments that just buff your creature during your turn pretty much never work out. They do nothing on their own, and the buff it offers just isn't enough. I kind of wish they had made this so it could target any creature, because then you could commit crimes with it at least.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Loan Shark
3 When you draw a card with this it will feel like a 4.0, when you don't, it will feel like a 1.0. I think it will be easy enough to draw with to get up to a 3.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 2 Pick 5: Spinewoods Paladin
Return the Favor
3 This is situational of course, but if you can cast it with both Spree effects, it's kind of insane. If you can copy an opposing removal spell and then change the target of another, you get a 3-for-1.
Gila Courser
3.5 This saddle trigger is super strong, and saddling this is easy. If you get to attack, you're all but guaranteed a 2-for-1.
Baron Bertram Graywater
3.5 Black/White makes plenty of tokens, so adding more to the board is great, especially when you can sacrifice them for value.
Eriette's Lullaby
2.5 This is efficient, but having to take a hit before you can use it isn't ideal. The life gain makes up for that a little.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Spinewoods Paladin
3 The rate on this is pretty crazy for a Common! It's a very real body that gains you life, and that can go a long way towards helping you stabilize.
Abraded Bluffs
3 They provide awesome fixing, give you extra value in the form of a ping, commit crimes, and there's even deserts-matter cards in the set. These might just be better than the rare cycle in the format.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 6: Outcaster Greenblade
Bucolic Ranch
0.0 // 2.5 If you have like 10 Mounts, this is worth it. Even just having 5 or so probably isn't enough to make it worth playing.
Brimstone Roundup
1.5 This doesn't add to the board on its own, so it's pretty hard for me to get behind this. It's a cool buildaround, but those just haven't worked out of late.
Outcaster Greenblade
3.5 This will provide amazing fixing since it can grab this format's dual lands, so it will often amount to a three mana 2/3 that draws you a very real card. That's amazing, and it has more upside than that.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Blacksnag Buzzard
2.5 If you get the counter, this'll feel pretty good. If you don't...it's pasasble. That makes it solid filler over all.
Wanted Griffin
2.5 4-mana 3/2s can be abyssmal, since there is one mana removal that can deal with it, but this leaves a body behind to make up for that.
Stubborn Burrowfiend
2.5 This'll definitely get big sometimes, but I don't love how conditional the buff is. It's going to be at it's best in a B/G deck, but I'm also not sure how much they want to be saddling.
Lavaspur Boots
1 This buff looks tempting, but if it's anything like other cheap haste-granting Equipment, it isn't going to be worth a card.
Voracious Varmint
2 This has solid stats and an ability with some utility. This isn't a format loaded up with artifacts and enchantments, though.
Skulduggery
3 Generating a two-for-one with this is surprisingly easy, and even when you can't it makes for a good combat trick that efficiently commits crime.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Giant Beaver
3 A 4-mana 4/4 Vigilance is a great starting point, and it's Saddle can come in handy in the mid to late game.
Fling
1 It's very hard to make Fling work in Limited. Maybe in a format with a bunch of mercenaries it will fair better?
Pack 2 Pick 8: Gila Courser
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Fake Your Own Death
2.5 This type of trick is always solid. It's good in combat, good against removal, and has the upside of working well with ETB.
Rakish Crew
2 This drain life trigger can feel pretty good, but setting combat up just right to take advantage of them is surprisingly difficult.
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Gila Courser
3.5 This saddle trigger is super strong, and saddling this is easy. If you get to attack, you're all but guaranteed a 2-for-1.
Lazav, Familiar Stranger
3.5 Growing Lazav won't be hard, and sometimes making him into a copy of a graveyard creature will be real upside.
Pack 2 Pick 9: Forlorn Flats
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
Failed Fording
2 This style of card is virtually always a 2, even with a little bit of upside. It's nice that you can interact, but the price you pay is often card disadvantage.
Sterling Supplier
3 It's a 5-drop so you don't want a bunch of them, but 5-mana for 4/5 worth of stats, 3/4 of which has Flying, is a really good deal. You probably don't want more than one of these, though.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Skullcrack
1 Burn that only hits players is pretty bad in Limited, as it has no impact on the board. It just isn't worth going down a card for 4 damage and nothing else.
Pack 2 Pick 10: Silver Deputy
Wrangler of the Damned
3.5 This is a pretty insane payoff for plotting and doing things at instant speed, and Flash makes it easy to get that first token.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 2 Pick 11: Snakeskin Veil
Thunder Lasso
2 The turn you play this will feel pretty great, as it can really upgrade your attacks. The problem is how clunky it is when you have to Equip it thereafter.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Wanted Griffin
2.5 4-mana 3/2s can be abyssmal, since there is one mana removal that can deal with it, but this leaves a body behind to make up for that.
Ferocification
1 These Enchantments that just buff your creature during your turn pretty much never work out. They do nothing on their own, and the buff it offers just isn't enough. I kind of wish they had made this so it could target any creature, because then you could commit crimes with it at least.
Freestrider Commando
2 Neither mode on this is much more than a decent vanilla creature. A 4-mana 5/5 might sound amazing, but getting a turn later makes it a lot less impressive.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 2 Pick 13: Baron Bertram Graywater
Baron Bertram Graywater
3.5 Black/White makes plenty of tokens, so adding more to the board is great, especially when you can sacrifice them for value.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Bristly Bill, Spine Sower
5 You want to wait to play this until you also drop a land in the same turn so you get value no matter what, and you're going to flood the board with counters beyond that too.
Slickshot Lockpicker
4 When you can cast a spell with this it will feel incredible, and thanks to Plot you can set it aside until you do have one. The fail-case isn't amazing, but not a complete disaster, either.
Scorching Shot
3.5 This is efficient, but a little hard to cast, and being Sorcery speed will make it harder to generate 2-for-1s.
Magebane Lizard
1.5 This is a weirdly defensive stat-line on a creature with an aggressive ability. It's also pretty awkward that Red is one of the colors that wants to cast multiple spells in a turn, and the effect is symmetrical.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Blacksnag Buzzard
2.5 If you get the counter, this'll feel pretty good. If you don't...it's pasasble. That makes it solid filler over all.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Gold Rush
2 This is a decent trick that gives you back one mana, and it can even help you splash. There aren't so many treasures in Green that this will often give more than +2/+2.
Voidslime
1.5 This is basically just cancel in limited. Countering activated or triggered abilities is rarely worth a card.
Pack 3 Pick 2: Creosote Heath
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Servant of the Stinger
2.5 This is a nice stat-line. And, while the other ability can be kind of hard to access -- it's nice upside to have.
Nimble Brigand
3 The stats are bad, but if you get in with this once you'll feel pretty good ,and getting it with it is pretty easy. Get in with it more than once, and the game might just be over.
Vengeful Townsfolk
2.5 This is more efficient than most creatures with this ability that we've seen. A 3-mana 3/3 really won't feel terrible, like the two-mana 1/1s and 4-mana 3/3s we usually see.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Desert's Due
3 Two mana for -2/-2 is passable enough, and this will give -3/-3 in the mid to late game pretty consistently.
Geyser Drake
3 This looks like a very nice Common. It has decent enough stats, and it's ability at a minimum makes your Instants easier to cast, but the set also has a ton of Flash that Geyser Drake can help you with.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
Jailbreak Scheme
2 Just the bounce option is a decent card, so the fact you have a whole other option for later in the game is pretty nice.
Terminal Agony
2.5 The base mode of this card is pretty mediocre, but if you have a few ways to discard it -- and this format has them -- it gets a lot better.
Pack 3 Pick 3: Outcaster Trailblazer
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Rakish Crew
2 This drain life trigger can feel pretty good, but setting combat up just right to take advantage of them is surprisingly difficult.
Baron Bertram Graywater
3.5 Black/White makes plenty of tokens, so adding more to the board is great, especially when you can sacrifice them for value.
Outcaster Trailblazer
4 Because this has Plot, you can really take advantage of the extra mana and make it more likely you can draw a card off of it the turn you play it.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Stop Cold
2 Blue's usual passable removal spell that you kind of hope you don't have to use, but it's fine if you do.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Wanted Griffin
2.5 4-mana 3/2s can be abyssmal, since there is one mana removal that can deal with it, but this leaves a body behind to make up for that.
Jagged Barrens
1 This weak ability isn't worth the hit to your mana base.
Spinewoods Armadillo
3.5 This is an imposing presence when it's on the board, and fixing your mana early is awesome. That life gain is no small thing either, as you need to counteract the fact that you don't impact the board when you cycle it.
Pack 3 Pick 4: Patient Naturalist
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Take for a Ride
2//3.5 Being able to cast this at instant speed will feel insane sometimes, because if the stats line up right, you can make two of your opponents creatures destroy one another. That gives this a higher floor than most versions of this kind of effect, while it still has big sacrifice upside.
Quick Draw
2 This is a solid trick, but it's only useful in combat, which makes it hard for it to be one you really want to seek out.
Reach for the Sky
1.5 It's great that this replaces itself, but it's too expensive for it to be a trick/aura that I'm interested in using.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
Patient Naturalist
2.5 This won't be quite as good as Eccentric Farmer was, as this format isn't all about the graveyard. But the B/G deck is, and this will do good work there.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Hypothesizzle
3 You can just draw two with this if you want, but turning one of those cards into a deal 4 is pretty good.
Pack 3 Pick 5: Frontier Seeker
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
Nimble Brigand
3 The stats are bad, but if you get in with this once you'll feel pretty good ,and getting it with it is pretty easy. Get in with it more than once, and the game might just be over.
Frontier Seeker
3 This is going to be a 2-for-1 most of the time, and is especially good in the GW color pair.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
Mystical Tether
3.5 This is really good even without the Flash upside. With it, it has blow-out potential and some synergy in the UW color pair.
Eriette's Lullaby
2.5 This is efficient, but having to take a hit before you can use it isn't ideal. The life gain makes up for that a little.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Pack 3 Pick 6: Oasis Gardener
Slickshot Lockpicker
4 When you can cast a spell with this it will feel incredible, and thanks to Plot you can set it aside until you do have one. The fail-case isn't amazing, but not a complete disaster, either.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Oasis Gardener
2 If you need fixing, this can do it. While the stat-line isn't especially good, the life gain helps even that out a tiny bit.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
Stagecoach Security
2.5 Buffing your whole board and giving it Vigilance is great, as it allows you to attack a lot better while not giving anything up on defense.
Phantom Interference
3 This can take care of a spell on turn two, and it has the upside of being a 5-mana 2/2 flyer that counters a spell -- that's a card I would always play.
Cunning Coyote
4 This is a great two drop that can do a ton of damage if it comes down on turn two -- especially if you played a one drop. But it also has nice late game upside that allows it to always stay relevant.
Pack 3 Pick 7: Miriam, Herd Whisperer
Miriam, Herd Whisperer
3.5 I love that your Mounts don't need to be saddled to get the buff, and hexproof on mounts and vehicles is pretty nice, as getting a crewed vehicle or saddled mount killed is a huge tempo-killer.
Map the Frontier
1 It's been awhile since a 4-mana spell that ramps your mana and doesn't help your board state has been something you play with regularity.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.
Corrupted Conviction
2 If you have lots of Mercenary tokens, this isn't a bad way to cash them in.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Pack 3 Pick 8: Full Steam Ahead
Full Steam Ahead
1.5 Overruns aren't as good as they used to be. There just aren't board stalls as much. This could end up overperforming if this format bucks that trend, though.
Nezumi Linkbreaker
3 One mana for two 1/1s is a good deal, even when you don't get them at the same time. It makes this good sacrifice fodder too.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
Dance of the Tumbleweeds
2.5 Ramp spells that don't impact the board can hurt, but this provides really nice fixing early and can be a legit win conditoin late.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Pack 3 Pick 9: Steer Clear
Magebane Lizard
1.5 This is a weirdly defensive stat-line on a creature with an aggressive ability. It's also pretty awkward that Red is one of the colors that wants to cast multiple spells in a turn, and the effect is symmetrical.
Iron-Fist Pulverizer
1.5 The stat-line's mediocre, and the second spell trigger isn't great either. Especially because second spell decks are going to want pretty low curves, so I'm not sure this really has a home.
Seize the Secrets
2.5 A two mana draw 2 is pretty serious business, and that mode will be accessible enough.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Outlaws' Fury
2.5 A mass board pump that draws you a card tends to play pretty well, and Red is quite good at going wide in this format.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Pack 3 Pick 10: Cactarantula
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Razzle-Dazzler
2.5 Growing this will be fairly easy, and even just getting one counter and one swing will make you feel like you are getting there.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Terminal Agony
2.5 The base mode of this card is pretty mediocre, but if you have a few ways to discard it -- and this format has them -- it gets a lot better.
Pack 3 Pick 11: Cactarantula
Sheriff of Safe Passage
2 The floor is pretty bad here, and the ceiling is just a big vanilla creature.
Baron Bertram Graywater
3.5 Black/White makes plenty of tokens, so adding more to the board is great, especially when you can sacrifice them for value.
Tumbleweed Rising
2 This doesn't do anything on its own, and while you can Plot it when you're stuck in a spot like that, the upside isn't insane here.
Cactarantula
2.5 This has decent stats and it's hard for your opponent to interact with it outside of combat without giving you some serious value.
Pack 3 Pick 12: Tomb Trawler
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
Ambush Gigapede
1.5 It's temping to imagine the 2-for-1s this can give you, but it's super expensive and surprisingly ineffective.
Irascible Wolverine
3 This is a great ETB trigger. Plot allows you to take full advantage, but even without Plot this can help you hit a land drop in the early stages of the game, and if you draw it late you can just cast it right away because you'll be able to use the card either way.
Slickshot Vault-Buster
1.5 A 4-mana 3/4 with Vigilance 100% of the time is a 2.5 at the very best, and this isn't pretty far from having those stats all the time.