Skyknight Squire
4 It starts vulnerable but can quickly grow into a must-kill threat.
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?
Reclamation Sage
0.5 This is a sideboard card because it won't have targets often enough against most decks.
Vengeful Bloodwitch
2.5 This trigger is nice, and the format is reasonably well set up for you to get some life drain going, but the stat-line is bad and it's still fairly situational.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
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.
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.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
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.
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.
Heroic Reinforcements
3.5 If you can curve out with this at the top, you usually win the game -- and even if thigns aren't going quite that smoothly, it usually results in a big turn.
Pack 1 Pick 2: Joust Through
Soulstone Sanctuary
3 This hurts your mana base for sure, but having a land that can permanently turn into a creature is a big deal in the late game.
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.
Joust Through
3 It's narrow, but it's so efficient that I think that's acceptable.
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.
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.
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.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
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.
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.
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.
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.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Hungry Ghoul
2.5 It has passable starting point and it's activated ability has some good applications in the format, in addition to just being solid on it's own.
Pack 1 Pick 3: Giant Growth
Clinquant Skymage
2 This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
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.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
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.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Pack 1 Pick 5: Needletooth Pack
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Pack 1 Pick 6: Fleeting Flight
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.
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.
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.
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.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Pack 1 Pick 7: Angel of Finality
Angel of Finality
2.5 This is a nice stat-line, and sometimes you'll take threshold away from your opponent.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Pack 1 Pick 11: Sure Strike
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Pack 1 Pick 12: Sure Strike
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
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.
Cat Collector
4 If this was 5-mana for a 3/2 that makes a 1/1 and gains you 3 life, you'd play that card happily -- and this has lots of upside beyond that.
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.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
High-Society Hunter
4.5 This has good stats and can take over the game with that first swing, since it'll grow to an even more massive size and draw you a card.
Pack 2 Pick 2: Luminous Rebuke
Felling Blow
3 This is a little bit clunky and you have to be careful about when you cast it -- but when the coast is clear, it's going to kill something and make your creature a better attacker at the same time.
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.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
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.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Pack 2 Pick 3: Dwynen, Gilt-Leaf Daen
Rune-Scarred Demon
4.5 Adding a huge body to the board while tutoring up the next best card in your deck is tough to beat.
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.
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.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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.
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.
Vampire Nighthawk
4 This is great whether you're ahead or behind, since it can trade for anything, attack effectively, and gain lots of life.
Claws Out
1.5 // 2.5 If you're good at going wide and you have like 4+ cats, this'll be worth playing for sure. If you're not lowering the cost and don't have enough creatures in general, it's unplayable.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Stab
4 This is super efficient removal that can often trade up.
Pack 2 Pick 5: Beast-Kin Ranger
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.
Adventuring Gear
1.5 Offering no buff at all on many turns is a problem, even if the buff can be great in the early game when you're hitting all your land drops.
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra 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.
Pack 2 Pick 6: Needletooth Pack
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.
Meteor Golem
2 Adding a 3/3 to the board and destroying your opponents best permanent is powerful, but not all decks are going to get to 7 mana.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some 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.
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.
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.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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 2 Pick 7: Dwynen's Elite
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.
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.
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.
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.
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 8: Bite Down
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.
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.
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.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
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.
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.
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.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 10: Aegis Turtle
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Pack 2 Pick 11: Uncharted Voyage
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.
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.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
Pack 2 Pick 13: Involuntary Employment
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.
Pack 2 Pick 14: Inspiration from Beyond
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 1: Sylvan Scavenging
Sylvan Scavenging
4 Even a counter a turn is pretty good, but the real prize is getting those 3/3 tokens -- which those counters can help set up.
Arahbo, the First Fang
4.5 3 mana for two 2/2s is a great rate and you're likely to have other cats around to push the advantage.
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?
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.
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.
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.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
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.
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.
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.
Pack 3 Pick 2: Wary Thespian
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.
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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 3 Pick 3: Healer's Hawk
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.
Faebloom Trick
3 Even if this didn't tap something, it'd be a pretty nice rate -- adding the tap to the mix makes it a lot more likely your new flyers can get in for a hit, too.
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.
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.
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.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
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.
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.
Pack 3 Pick 4: Healer's Hawk
Stromkirk Bloodthief
1.5 Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
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.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
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.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
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.
Pack 3 Pick 5: Bite Down
Abrade
3.5 Two mana deal 3s are always great, and this one can take out an artifact on occasion.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 6: Dwynen, Gilt-Leaf Daen
Raise the Past
1 It's pretty hard to imagine a Limited deck that can use this effectively. White decks aren't graveyard-oriented at all in this format, and if your deck has lots of small creatures, you'd probably just be playing more of those instead of something this situational.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 8: Dwynen's Elite
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.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
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.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
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.
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.
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.
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.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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 3 Pick 11: Mocking Sprite
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.
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.
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.
Pack 3 Pick 12: Gleaming Barrier
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
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.
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.