Rakdos Joins Up
2.5 The dream here is to reanimate a legendary creature so that the triggered ability is relevant, but I wouldn't count on doing that too often. That said, the two counters do mean that you're likely to get your mana's worth with this spell.
Consuming Ashes
2.5 There was a time when this would have been great removal, but once you're paying 4+ mana on removal it needs to do something extra to be premium. Surveil is extra, but not extra enough.
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
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.
Nurturing Pixie
3 This is a fine play on turn one, and later in the game it can give itself a more relevant body, and maybe even rebuy an ETB.
Shifting Grift
0 Even with three options an the ability to choose all of them, it's too hard to line this up so it does something worth a card.
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.
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.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
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.
Savage Smash
3.5 This usually punches through a blocker and lets your creature(s) attack far more effectively.
Pack 1 Pick 2: Scorching Shot
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.
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.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Blood Hustler
2 This has some serious upside, but I hate the baseline. It's a virtually irrelevant body when it comes down and very easy for your opponent to deal with, even just using incidental damage.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
Mourner's Surprise
2.5 This will feel close enough to a two-mana 2-for-1 that I'm definitely playing the first copy in most Black decks.
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.
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.
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.
Eroded Canyon
1 This weak ability isn't worth the hit to your mana base.
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.
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.
Cactusfolk Sureshot
3.5 This has great stats, and trample and haste are a very real bonus for your 4 power creatures.
Luxurious Locomotive
2 This is super easy to crew and pretty big, and sometimes the treasure will be nice, but I have a feeling this'll only really be worth in the Mount/Vehicle decks.
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.
Sterling Keykeeper
2 These "Master Decoy"-type creatures have been a lot worse as of late, and I don't really see that changing here. This does have passable stats and an ability that is good sometimes, 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.
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.
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.
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.
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.
Skewer the Critics
3.5 This is fine if you pay three for it, and paying one is awesome and very attainable.
Pack 1 Pick 4: Reckless Lackey
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.
Requisition Raid
3 This is a really nice Disenchant that comes with big upside, between being able to take down two permanents once and buffing your whole board.
Badlands Revival
3 This gives you a 2-for-1, and it even adds to the board. It does need a well-stocked graveyard for you to really get good value, though.
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.
Vault Plunderer
2.5 Trading off for something means you get a 2-for-1, but the presence of Mercenary tokens limits this somewhat.
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.
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.
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.
Holy Cow
3.5 This delivers a ton of value for the cost, and the fact it has Flash is extra good in UW.
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.
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!
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.
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.
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.
Take the Fall
2.5 This looks like it's well-positioned in this format. It's good if you're trying to play two spells a turn in UR, it's good if you're trying to commit crimes in UB, it's good if you're trying to only do stuff on your opponent's turn if you're in Blue-White. It's definitely a small effect, but it replacing itself and having a real effect seems doable.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
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.
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.
Pack 1 Pick 6: Consuming Ashes
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.
Shackle Slinger
3 It's nice that this commits crimes for no additional mana, and stunning and tapping things has some pretty real value, especially if you're curving out, which the Slinger really likes.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Consuming Ashes
2.5 There was a time when this would have been great removal, but once you're paying 4+ mana on removal it needs to do something extra to be premium. Surveil is extra, but not extra enough.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
Pack 1 Pick 7: Rodeo Pyromancers
Rambling Possum
3 The saddle is really easy here, but don't put too much value into the bounce part of the card.
Tomb Trawler
0 This is a meaningless body and a meaningless ability.
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.
Snakeskin Veil
2.5 This is a great trick since it can efficiently blank removal and help your creature win combat.
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.
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.
At Knifepoint
2 I don't like that this doesn't do anything on it's own in many cases, nor do I like that it's effect largely only matters on your turn. It can definitely churn out some tokens, but I'm skeptical paying three mana for a do-nothing enchantment to set that up is worth it.
Pack 1 Pick 8: Kraum, Violent Cacophony
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.
Shifting Grift
0 Even with three options an the ability to choose all of them, it's too hard to line this up so it does something worth a card.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
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 1 Pick 9: Ambush Gigapede
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.
Silver Deputy
2 Grabbing a dual desert is pretty good, and it has a useful creature type and a relevant ability.
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.
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.
Shifting Grift
0 Even with three options an the ability to choose all of them, it's too hard to line this up so it does something worth a card.
Forlorn Flats
1 This weak ability isn't worth the hit to your mana base.
Pack 1 Pick 10: Mourner's Surprise
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Mourner's Surprise
2.5 This will feel close enough to a two-mana 2-for-1 that I'm definitely playing the first copy in most Black decks.
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.
Eroded Canyon
1 This weak ability isn't worth the hit to your mana base.
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.
Pack 1 Pick 11: Irascible Wolverine
Luxurious Locomotive
2 This is super easy to crew and pretty big, and sometimes the treasure will be nice, but I have a feeling this'll only really be worth in the Mount/Vehicle decks.
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.
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.
Pack 1 Pick 12: Requisition Raid
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.
Requisition Raid
3 This is a really nice Disenchant that comes with big upside, between being able to take down two permanents once and buffing your whole board.
Steer Clear
2.5 This is conditional but efficient, especially if you have a Mount.
Pack 2 Pick 1: Mourner's Surprise
Concealed Courtyard
3 It's nice to have awesome fixing that enters the battlefield untapped.
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
Bandit's Haul
1 Three mana rocks rarely work in Limited, and while this can draw you cards it only does it very slowly.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
Mourner's Surprise
2.5 This will feel close enough to a two-mana 2-for-1 that I'm definitely playing the first copy in most Black decks.
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.
Take the Fall
2.5 This looks like it's well-positioned in this format. It's good if you're trying to play two spells a turn in UR, it's good if you're trying to commit crimes in UB, it's good if you're trying to only do stuff on your opponent's turn if you're in Blue-White. It's definitely a small effect, but it replacing itself and having a real effect seems doable.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
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.
Primal Might
4 This is a great fight spell that scales all game long, and often allows for a way better attack after clearing out a blocker.
Pack 2 Pick 2: Explosive Derailment
Shoot the Sheriff
4 This can kill almost everything in the format efficiently. There will be times where an Outlaw is your biggest problem, but most of the time, this'll do the job.
Aloe Alchemist
4 Two mana for +3/+2 and Trample and a two mana 3/2 with Trample is nuts, even if you wait a turn for the last part.
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
One Last Job
2 This has a high ceiling, but just one mode on it isn't particularly good, and accessing it's full potential isn't easy.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
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.
Sterling Keykeeper
2 These "Master Decoy"-type creatures have been a lot worse as of late, and I don't really see that changing here. This does have passable stats and an ability that is good sometimes, though.
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 3: Vial Smasher, Gleeful Grenadier
Lassoed by the Law
4 This is great Removal that also gives you a relevant body, hard not to be excited about that.
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!
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Sterling Hound
1.5 This does very little for the cost, and you'll only run it when your'e desperate for creatures.
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.
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.
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.
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.
Creosote Heath
1 This weak ability isn't worth the hit to your mana base.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 4: Unscrupulous Contractor
Nurturing Pixie
3 This is a fine play on turn one, and later in the game it can give itself a more relevant body, and maybe even rebuy an ETB.
Unscrupulous Contractor
2.5 This is a good way to get value out of a Mercenary token, and in a pinch, the Agent can sacrifice themselves.
Arid Archway
2.5 If you haven't had the pleasure of playing with bounce lands before -- trust me, this is better than it looks. It essentially provides card advantage as you end up with two lands that produce three mana.
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
Lonely Arroyo
1 This weak ability isn't worth the hit to your mana base.
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.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 2 Pick 5: Neutralize the Guards
Ertha Jo, Frontier Mentor
3.5 I'd be happy just getting a 2/4 and a 1/1 for this cost, but doubling abilities -- including the mercenary token tap abilty, can really alter combat.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
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.
Peerless Ropemaster
1.5 It's a decent body, but bounce effects have been getting worse lately with all the ETB abilities and the like. Plus, not being able to bounce a creature that can block is a big problem.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Boneyard Desecrator
2 A 4-mana 3/4 with Menace is okay, but this ability is generally too expensive to be worthwhile often enough.
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.
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.
Bridled Bighorn
2 This has decent base stats, and spitting out a token is sometimes valuable.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
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.
Neutralize the Guards
0.5 As with most cards with this effect, this mostly seems like a sideboard card.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Pack 2 Pick 7: Consuming Ashes
Requisition Raid
3 This is a really nice Disenchant that comes with big upside, between being able to take down two permanents once and buffing your whole board.
Form a Posse
3 This isn't very good early, but in the late game it can stabilize you out of nowhere or make so many tokens that you can overwhelm your opponent.
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.
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.
Consuming Ashes
2.5 There was a time when this would have been great removal, but once you're paying 4+ mana on removal it needs to do something extra to be premium. Surveil is extra, but not extra enough.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
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.
Pack 2 Pick 8: Trick Shot
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.
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.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
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.
Bandit's Haul
1 Three mana rocks rarely work in Limited, and while this can draw you cards it only does it very slowly.
Thornado
0.5 Even with a cycling mode, Plummet just isn't worth it in the main deck.
Pack 2 Pick 9: Festering Gulch
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.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
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.
Take the Fall
2.5 This looks like it's well-positioned in this format. It's good if you're trying to play two spells a turn in UR, it's good if you're trying to commit crimes in UB, it's good if you're trying to only do stuff on your opponent's turn if you're in Blue-White. It's definitely a small effect, but it replacing itself and having a real effect seems doable.
Festering Gulch
1 This weak ability isn't worth the hit to your mana base.
Pack 2 Pick 10: Fling
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
Inventive Wingsmith
2 Getting this to Fly isn't too challenging, especially in Blue-White.
Sterling Keykeeper
2 These "Master Decoy"-type creatures have been a lot worse as of late, and I don't really see that changing here. This does have passable stats and an ability that is good sometimes, though.
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 11: Redrock Sentinel
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 2 Pick 12: Fake Your Own Death
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.
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Humiliate
2 This is a reasonable discard spell, as it will usually hit something and add a little to your board.
Pack 2 Pick 13: Drover Grizzly
Drover Grizzly
2.5 The stat-line is passable, and don't forget it grants itself trample too.
Hell to Pay
4 X damage spells never really feel efficient, but they scale as the game goes on, which allows them to remain relevant. The treasure you get here helps make up for the inefficiency, too.
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
This Town Ain't Big Enough
2 The best way to use this is to bounce your thing and an opponent's thing, and if you do that in response to removal or something that seems nice. However, it won't always line up that way, and the other options with the card aren't very attractive.
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.
Rattleback Apothecary
3 Menace and Lifelink are great keywords in Limited, and it can even grant them to itself.
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.
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.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
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.
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.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 3 Pick 2: Prickly Pair
Malcolm, the Eyes
4 This has great stats, and draws you cards. Hard to find a problem here.
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.
Make Your Own Luck
2.5 This doesn't effect the board initially, but in theory Make Your Own Luck should give you a huge turn on your next turn. At the same time, spending your turn 5 doing this might mean you're dead before you ever get there, and if you don't reveal at least two spells in your top three, this doesn't feel like it will do enough to make up for it's problems. Most of the time you will draw two real cards with it and get one for free, but you're sort of spinning the roulette wheel every time you cast it, and I don't love that.
Jolene, Plundering Pugilist
3 Getting treasure to power out more big stuff is pretty nice, and being able to throw treasure away for pings is great, especially once they outlive their usefuleness in the late game.
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.
Armored Armadillo
1 A one mana 0/4 is largely irrelevant, and the ability is too expensive.
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.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
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.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
Nurturing Pixie
3 This is a fine play on turn one, and later in the game it can give itself a more relevant body, and maybe even rebuy an ETB.
Pack 3 Pick 3: Great Train Heist
Great Train Heist
3 The second mode is quite the board pump all on its own, and if you have the extra mana to get an extra combat phase, this can be a real beating.
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.
Beastbond Outcaster
3.5 You'll draw with this often enough for it to be a very good card. And even if you don't draw, it's not a bad rate.
Prairie Dog
3.5 A two mana 2/2 with lifelink is a creature you always play, and this can grow fairly easily. In the late game, you can use it's ability as a nice mana sink.
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.
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.
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.
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.
Consuming Ashes
2.5 There was a time when this would have been great removal, but once you're paying 4+ mana on removal it needs to do something extra to be premium. Surveil is extra, but not extra enough.
Vanishing Verse
4 This can hit almost every permanent in the format for only two mana.
Pack 3 Pick 4: Quilled Charger
Boom Box
1 Don't let this tempt you too much. It's too expensive and too slow, and the destroy creature part is generally all that will actually matter.
Cactusfolk Sureshot
3.5 This has great stats, and trample and haste are a very real bonus for your 4 power creatures.
Rustler Rampage
2 The untap part isn't very exciting, but double strike for two mana isn't too shabby.
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.
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.
Quilled Charger
2 This has a passable baseline, and it's saddle ability means it can attack effectively at most stages of the game.
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.
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.
Gold Pan
2 You can equip this right away if you want to, thanks to the treasure. Paying one to Equip for this boost is kind of passable, too.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 3 Pick 5: Mine Raider
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.
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.
Trash the Town
3 This is kind of a medium trick if you only use the first mode, but gaining access to the other two in the mid-game is pretty amazing, and it's the kind of card that can really swing a game in your favor between running over an opposing creature and drawing cards.
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.
Outlaw Medic
2.5 This has solid stats that are good for augmenting, and it's good sacrifie fodder.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
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.
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.
Pack 3 Pick 6: Mine Raider
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.
Ruthless Lawbringer
3.5 There are enough mercenary tokens and other sacrifice fodder in this format for this to do some serious work.
Mine Raider
2.5 You'll get the treasure a significant percentage of the time, and the fail-case isn't too bad.
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.
Ankle Biter
2.5 Green one mana 1/1s with Deathtouch tend to be a little better than black ones because of bite effects.
Daring Thunder-Thief
2 This is a fairly beefy creature, and the fact it has flash should work nicely in UW decks.
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.
Decisive Denial
3 Neither mode here absolutely blows you away, but being able to fight or counter stuff is pretty nice.
Pack 3 Pick 7: Abraded Bluffs
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.
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.
Omenport Vigilante
2.5 Your opponent has to respect this thing, as it might gain double strike at instant speed. That's good upside to have on a bear.
Redrock Sentinel
1.5 This is pretty good late, but kind of meanginless the rest of the game.
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.
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.
Rise of the Varmints
1 // 4.0 This looks like a legit win condition for Black/Green decks, but pretty mediocre for everyone else.
Buried in the Garden
4 Ramping and fixing your mana while removing a nonland permanent is incredible.
Pack 3 Pick 8: Rooftop Assassin
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.
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.
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.
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.
Pack 3 Pick 9: Highway Robbery
Bovine Intervention
0 This is awful removal, you practically 2-for-1 yourself in exchange for some efficiency.
This Town Ain't Big Enough
2 The best way to use this is to bounce your thing and an opponent's thing, and if you do that in response to removal or something that seems nice. However, it won't always line up that way, and the other options with the card aren't very attractive.
Highway Robbery
2 Because you can sacrifice lands to this, it's much better in the late game than most Tormenting Voice-like effects.
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.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 3 Pick 10: Deadeye Duelist
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.
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.
Deadeye Duelist
2 This lets you repeat crimes repeatedly, but the stat-line isn't great.
Lush Oasis
1 This weak ability isn't worth the hit to your mana base.
Nurturing Pixie
3 This is a fine play on turn one, and later in the game it can give itself a more relevant body, and maybe even rebuy an ETB.
Pack 3 Pick 11: Trick Shot
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.
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.
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.
Hindering Light
2 This feels good when you can cast it, but it is a little too narrow to be good.
Pack 3 Pick 13: Stagecoach Security
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.