Starfield of Nyx
0 // 3.5 This looks like a more legit Limited buildaround than it did last time we saw it, as this format has tons of Enchantments -- but it's still going to be difficult to really get it going. If you have like 10+ Enchantments I say go for it, but anything less and it'll be tough to get going.
Stormchaser Mage
3.5 This is tough to block all game long because of Prowess, and if you get it down early it can put the game away on it's own.
Unflinching Courage
1.5 // 3.5 It's a little risky playing this on just any creature, although the lifelink does mean you can usually get some value out of it before your opponent 2-for-1s you by destroying your creature. But if you have some of the hexproof creatures in the set, this can be a devastating play.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Steward of Solidarity
4 This can attack like mos ttwo mana 2/2s early, and then it can crank out a 1/1 for free every couple of turns once it can't attack anymore. That's pretty great.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Fall of the Hammer
3.5 Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Selesnya Charm
3.5 Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Domri Rade
3 The -2 is pretty conditional removal, and the +1 doesn't always do something. Domri is cheap though, and can certainly help you win a game -- it just won't be able to do it all on it's own.
Pack 1 Pick 2: Gnarlback Rhino
Master of Waves
4 This is a 4-mana 2/1 that makes a 2/1 token all on it's own, and it'll often spit out an Elemental army. It can be answered by a single removal spell, though.
Mogis's Warhound
2.0 Neither mode on this is especially exciting, but they are both passable. Playing it as an Aura on your creature does usually give you the best value. On occasion, you can put it on an opposing creature to force an attack, which is kind of funny.
Artisan of Forms
2 This certainly has some blowout potential, and it can permanently change into another creature -- but it's also a 2-mana 1/1 that takes some significant set up to be relevant.
Tenth District Legionnaire
3.5 This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
Fall of the Hammer
3.5 Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Gnarlback Rhino
3.5 This has a nice baseline, and while it doesn't technically have "Heroic" it works the same way. Combat tricks and fight spells are the Rhino's best friend, and there's enough of that in the format for this to be pretty amazing.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 1 Pick 3: Nemesis of Mortals
Rogue's Passage
1.5 This is a decent late-game mana sink, but it hurts your mana base in the mean time.
Pulse of Murasa
3 This is a great recursive spell because it's an instant, and it gains you a ton of life -- which gives you the time to use the card that you brought back.
Fell Stinger
4 In a pinch this can sacrifice itself for the trigger, and if you have something really expendable it can be particularly great. Holding on to the death touch creature is nice, because it means you can always trade with this.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Selesnya Charm
3.5 Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Nemesis of Mortals
1 // 3 This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Ruinous Path
3.5 This is a clunky albeit effective removal spell in the early game, and in the late game it can also give you a 4/4, and that play really swings the game wildly in your favor.
Pack 1 Pick 4: Draconic Roar
Cartel Aristocrat
3.5 This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
Mogis's Warhound
2.0 Neither mode on this is especially exciting, but they are both passable. Playing it as an Aura on your creature does usually give you the best value. On occasion, you can put it on an opposing creature to force an attack, which is kind of funny.
Draconic Roar
4 Two mana deal 3s are always great, and sometimes you'll be able to bolt your opponent in the face, too.
Hero of Iroas
3.5 The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Pelakka Predation
3 Having a free discard spell attached to a land is surprisingly good. You won't always hit something with Predation, but it's great disruption when you can -- and if you're pretty sure that effect won't do anything, you can always play it as a land.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Lotus-Eye Mystics
2 The stat-line is bad, and even in a format with a decent number of Enchantments, you frequently don't have one to get back.
Fallaji Archaeologist
3 This was a SUPER good common last time we saw it. If you're in Blue with lots of spells, you're going to frequently make this a two mana 0/3 that draws a card on ETB, and the fail case is a two mana 1/4 that helps you load the graveyard.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Fog
0 Fog is terrible in Limited. It's easy to imagine the ideal scenario -- your opponent swings out and you Fog, and then swing back for lethal. But that scenario is incredibly rare. Most of the time, you go down a card for an almost meaningless effect.
Pack 1 Pick 5: Nyx Weaver
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
Sight Beyond Sight
2 This feels pretty bad the turn you cast it, but on the next turn you get the effect again with all of your mana available. Ultimately you get a pretty nice 2-for-1, and probably some spell triggers, too.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Rimrock Knight
3.5 This was surprisignly great last time we saw it. The buff doesn't always let your creature survive combat, but even just chipping in for extra damage and then adding a 3/1 to the board is a pretty good deal.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Consider
2.5 This is always a nice card selection spell, and in a format with plenty of Prowess and similar effects, it'll be solid.
Nessian Asp
2 A 4-mana 4/5 with Reach plays reasonably well, and in the late game it turns into a very big monster.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Orzhov Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 1 Pick 6: Boulder Salvo
Tomebound Lich
3.5 This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
Sight Beyond Sight
2 This feels pretty bad the turn you cast it, but on the next turn you get the effect again with all of your mana available. Ultimately you get a pretty nice 2-for-1, and probably some spell triggers, too.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Hidden Strings
0 This is here for Pioneer constructed, not Pioneer Remastered draft. This does very little in your typical game of Limited Magic.
Pack 1 Pick 7: Bala Ged Recovery
Bala Ged Recovery
3.5 You'll always play this as a land early, and then in the late game it can get your best card back from the graveyard -- which is often exactly what you want at that stage of the game.
Ghirapur Gearcrafter
3.5 This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Hero of Iroas
3.5 The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Dreadbore
4 Two mana to kill any creature or planeswalker is an incredible deal. This will be extra good when the Planeswalker bonus sheet is around.
Fall of the Hammer
3.5 Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 1 Pick 8: Gurmag Angler
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Courier's Briefcase
2 This fixes your mana pretty effectively while also adding a body to the board. I wouldn't count on cashing it in for 3 cards, though.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Makindi Sliderunner
2 A two mana 2/1 trample is bad -- and a two mana 3/2 trample isn't insane either. This makes you jump through hoops to get there.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 9: Gurmag Angler
Stormchaser Mage
3.5 This is tough to block all game long because of Prowess, and if you get it down early it can put the game away on it's own.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Fall of the Hammer
3.5 Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Pack 1 Pick 10: Pilgrim's Eye
Fall of the Hammer
3.5 Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Pack 1 Pick 11: Pulse of Murasa
Pulse of Murasa
3 This is a great recursive spell because it's an instant, and it gains you a ton of life -- which gives you the time to use the card that you brought back.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Pack 1 Pick 12: Bloodfire Enforcers
Cartel Aristocrat
3.5 This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Pack 1 Pick 13: Cavern Lampad
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Consider
2.5 This is always a nice card selection spell, and in a format with plenty of Prowess and similar effects, it'll be solid.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 1 Pick 14: Sight Beyond Sight
Sight Beyond Sight
2 This feels pretty bad the turn you cast it, but on the next turn you get the effect again with all of your mana available. Ultimately you get a pretty nice 2-for-1, and probably some spell triggers, too.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Pack 1 Pick 15: Ghirapur Gearcrafter
Ghirapur Gearcrafter
3.5 This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Pack 2 Pick 1: Heart-Piercer Manticore
Chasm Skulker
3.5 Starting out as a 3-mana 1/1 is rough, but as soon as you get one counter on it you're in business, since it's unlikely your opponent can ever deal with it without giving you serious value -- and left unchecked it can just win the game.
Heart-Piercer Manticore
1.5 This underperformed pretty hard last time we saw it. It's because it has some awkward tension. If you have a creature that is big enough to kill something big of your opponent's well...you probably don't want to sacrifice it. And sacrificing something that is fodder is likely to result in a very minimal effect.
Loxodon Smiter
3 This is mostly just a three-mana 4/4, although, on rare occasions, you'll get to put it into play for free.
Tomebound Lich
3.5 This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
Tenth District Legionnaire
3.5 This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
Ardenvale Tactician
2.5 This is pretty nice in aggro decks, as it can get a couple blockers out of the way and then add a reasonable creature to the board.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Audacity
3 This offers a buff that makes most creatures into decent attackers, and it doesn't really matter if your opponent trades for that creature because you get to draw a card.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Thopter Engineer
3.5 Getting a 1/3 and a 1/1 with Haste for three mana is excellent, and this makes your other artifact creatures better, too.
Pack 2 Pick 2: Wild Slash
Needle Spires
4 A 2/1 with double strike is a body your opponent always has to respect. When a land has that relevant of a body in the late game, it feels almost like a 2-for-1.
Guild Summit
0 // 2.5 This is a decent gate buildaround, though not usually one of the premium ones you're after. It is nice that it gives you value whether you already have Gates when it comes into play or if you play them after.
Mogis's Warhound
2.0 Neither mode on this is especially exciting, but they are both passable. Playing it as an Aura on your creature does usually give you the best value. On occasion, you can put it on an opposing creature to force an attack, which is kind of funny.
Anchor to the Aether
3 This is some nice 1-for-1 removal that even improves your card quality.
Wild Slash
3.5 Shock is always great in Limited, and this is Shock with upside. Killing 3 or 4 mana creatures with this can swing a game wildly in your favor.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Ardenvale Tactician
2.5 This is pretty nice in aggro decks, as it can get a couple blockers out of the way and then add a reasonable creature to the board.
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Narset Transcendent
2 // 4.0 She starts with really high loyalty which is great, but her +1 and -2 are both super dependent on doing stuff with noncreatures, which not all Blue/White decks are going to be good at it. If you have lots of spells in UW she can be pretty potent though, drawing you cards, doubling removal, and so on.
Pack 2 Pick 3: Read the Bones
Behold the Beyond
1.5 7 mana is a lot, but this does draw the three best cards in your deck. Granted...you probably have to wait a full turn to use them, and if you ever have cards in your hand when you cast it, it's pretty terrible.
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Kiora's Follower
3 This is good at ramping your mana, and it can also give creatures pseudo-vigilance or help you reuse activated abilities.
Ardenvale Tactician
2.5 This is pretty nice in aggro decks, as it can get a couple blockers out of the way and then add a reasonable creature to the board.
Savage Punch
3 When you have Ferocious this is incredible. When you don't, it's pretty bad. Good news is, Green decks will often get there on Ferocious.
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Hero of Iroas
3.5 The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Nissa's Pilgrimage
2 Paying three to ramp your mana and not add to the board can be a liability, but this is a pretty potent way to do it, especially if you have spellmastery.
Pack 2 Pick 4: Ghor-Clan Rampager
Rogue's Passage
1.5 This is a decent late-game mana sink, but it hurts your mana base in the mean time.
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Artisan of Forms
2 This certainly has some blowout potential, and it can permanently change into another creature -- but it's also a 2-mana 1/1 that takes some significant set up to be relevant.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Sejiri Shelter
2.5 This is a more situational modal double-faced land, but it's always nice when a land has the potential to be a real card.
Nemesis of Mortals
1 // 3 This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Hushwing Gryff
2 This is symmetrical, so it can hurt your "enters" triggers too. But, it has Flash and you're the one who chooses when to cast it -- so you can do it when it's to your benefit. Still, blanking an "enters" trigger isn't always all that powerful.
Pack 2 Pick 5: Wild Slash
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Rapid Hybridization
0 This is terrible in Limited. If you use it on your opponent's creature, you effectively 2-for-1 yourself, and using it on your own is only moderately better.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Wild Slash
3.5 Shock is always great in Limited, and this is Shock with upside. Killing 3 or 4 mana creatures with this can swing a game wildly in your favor.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 2 Pick 6: Zendikar Incarnate
Sphere of Safety
0 Even if you have lots of Enchantments, this is a card that doesn't add to the board in any meaningful way, and it's not even guaranteed to keep your opponent from killing you.
Hero of Leina Tower
2 Having the mana left over after triggering Heroic is a pretty big ask, even if the ceiling here is really impressive.
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Sejiri Shelter
2.5 This is a more situational modal double-faced land, but it's always nice when a land has the potential to be a real card.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Martial Glory
2 This is here to enable Heroic stuff in the Red-White deck, and it's a passable combat trick even when you're not pulling that off.
Lotus-Eye Mystics
2 The stat-line is bad, and even in a format with a decent number of Enchantments, you frequently don't have one to get back.
Pack 2 Pick 7: Evolving Wilds
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Leafcrown Dryad
2.5 This feels fine on two, and Bestowing it for 4 is often going to make one of your creatures much more effective.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Thopter Engineer
3.5 Getting a 1/3 and a 1/1 with Haste for three mana is excellent, and this makes your other artifact creatures better, too.
Pack 2 Pick 8: Golgari Guildgate
Bloodtithe Harvester
3.5 This isn't going to be as insane as it was in Crimson Vow, because there isn't much Blood in the format. But this is still an excellent card because of the stat-line, the useful blood token, and on occasion you can turn the Harvester into removal.
Leafcrown Dryad
2.5 This feels fine on two, and Bestowing it for 4 is often going to make one of your creatures much more effective.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Fall of the Hammer
3.5 Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 2 Pick 9: Thopter Engineer
Ardenvale Tactician
2.5 This is pretty nice in aggro decks, as it can get a couple blockers out of the way and then add a reasonable creature to the board.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Thopter Engineer
3.5 Getting a 1/3 and a 1/1 with Haste for three mana is excellent, and this makes your other artifact creatures better, too.
Pack 2 Pick 10: Rakdos Guildgate
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 11: Gateway Plaza
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Hero of Iroas
3.5 The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Pack 2 Pick 12: Zendikar Incarnate
Artisan of Forms
2 This certainly has some blowout potential, and it can permanently change into another creature -- but it's also a 2-mana 1/1 that takes some significant set up to be relevant.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Pack 2 Pick 13: Commune with the Gods
Rapid Hybridization
0 This is terrible in Limited. If you use it on your opponent's creature, you effectively 2-for-1 yourself, and using it on your own is only moderately better.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Pack 2 Pick 14: Baleful Eidolon
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Pack 2 Pick 15: Swift Warkite
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Pack 3 Pick 1: Bane of Bala Ged
Fleecemane Lion
4 This feels great on turn two, and in the late game it becomes a 4/4 that is near impossible to deal with.
Illusory Angel
2 It's not always easy to set this up -- it's a terrible top deck, for example. But if you can play something that costs one on turn 4, and then play this it feels like a quality turn. Problem is it just doesn't always line up.
Archway Angel
1.5 // 4 This was a pretty legit buildaround last time we saw it. Gate decks really want this card, since they often have slow starts because they are playing so many colors and so many tap lands, the Angel helps even things out on turn 5, and often pulls you ahead. If you don't have lots of gates though, she's pretty bad.
Tenth District Legionnaire
3.5 This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Witch's Mark
2.5 You get a pretty good return on your two mana investment + a card, since you add something to the board while digging deeper into your deck.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Lyev Skyknight
3.5 This removes a creature from the equation for a whole turn, while adding a pretty solid body to the board. That's some seroius tempo.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Nissa's Pilgrimage
2 Paying three to ramp your mana and not add to the board can be a liability, but this is a pretty potent way to do it, especially if you have spellmastery.
Pack 3 Pick 2: Devour Flesh
Painful Truths
2.5 A three mana draws 2 that loses you 2 life is a passable card in many Black decks, and this has some serious additional upside. Of course, sometimes it'll only draw you 1 card, too.
Oath of Nissa
2.5 This is a nice card selection spell, and while the Planeswalker sheet is around, it's other effect might actually come up.
Quicken
1.5 It replace itself so that it's not a complete dud, but you just don't have this and a Sorcery worth giving Flash to in your hand often enough for it to be very good.
Tenth District Legionnaire
3.5 This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
Dinrova Horror
3.5 Adding a 4/4 body to the board, bouncing something, and making your opponent discard is very nice for six mana -- and sometimes it can effectively destroy the creature it bounces.
Nessian Asp
2 A 4-mana 4/5 with Reach plays reasonably well, and in the late game it turns into a very big monster.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Makindi Sliderunner
2 A two mana 2/1 trample is bad -- and a two mana 3/2 trample isn't insane either. This makes you jump through hoops to get there.
Cloudfin Raptor
2 This is awesome on turn one -- and a lot less awesome the rest of the game, since it's unlikely to grow quite as much. It's a terrible topdeck, too.
Azorius Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 3 Pick 3: Xenagos, the Reveler
War Oracle
2 A 4-mana 3/3 lifelink isn't very good, and that stat-line also means it'll be tough for this to ever become renowned.
Dragon-Style Twins
3 Dying to two mana removal is pretty brutal -- but as soon as this attacks it puts your opponent in a very ugly spot. They can only chump it for so long.
Brineborn Cutthroat
2 A two mana 2/1 with Flash really isn't worth playing, but if you have enough ways to grow it, it ends up being a solid card.
Zephyr Winder
2.5 This basically gives itself or another creature pseudo-vigilance. You're not going to usually be able to pull off any shenanigans, but a two mana 2/1 flyer with this ability is pretty solid anyway.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Nimbus Naiad
2 Wind Drake isn't that exciting, but it's sort of passable, and in the late game putting this on just about any creature makes it a major threat.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Xenagos, the Reveler
4.5 Making tokens for no loyalty is great, and where almost all of Xenagos's value comes from -- but that's okay. It's a great ability. It protects Xenagos if you're behind and pressures your opponent if you're ahead. Sometimes that +1 can ramp your mana, though.
Pack 3 Pick 4: Zendikar Incarnate
Sin Collector
1 This will wiff most of the time, although it'll probably be a little bit better when the spell bonus sheet is around.
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Conclave Naturalists
0.5 This is a great sideboard card, but there aren't enough enchantments or artifacts in this set for it to be good in the main deck.
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Witch's Mark
2.5 You get a pretty good return on your two mana investment + a card, since you add something to the board while digging deeper into your deck.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Ovalchase Daredevil
1 // 3.5 This was pretty good back in Kaladesh, but that was an artifact-heavy set. This one isn't. Still, even with just like 3 artifacts in your deck it's a pretty good card, since a 4/2 is relevant virtually all game long.
Pack 3 Pick 5: Nighthowler
Triplicate Spirits
4 This was an amazing card last time we saw it, as you can usually get those spirits for very little mana. They get better in multiples too!
Furious Rise
1.5 This wasn't very good last time, and I don't think it will be here, either. It does stone nothing on it's own, and that's a pretty big liability.
Nighthowler
2 This can be huge for sure, but it can also be super underwhelming.
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Nimbus Naiad
2 Wind Drake isn't that exciting, but it's sort of passable, and in the late game putting this on just about any creature makes it a major threat.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Orzhov Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 3 Pick 6: Fight with Fire
Murmuring Mystic
1.5 // 3.5 This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
Blackbloom Rogue
3 This is a pretty decent creature when you need it to be -- and you can always play it as a land when it's in your opening hand.
Fight with Fire
4 Three mana to deal 5 is already a card you'd always play, and this has absolutely absurd late-game upside.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Purphoros's Emissary
2.5 A 4-mana 3/3 Menace is passable, and if you draw it late, it's likely to drastically improve your attack.
Halo Scarab
1.5 This was pretty weak last time we saw it, and it will be here too. It has bad stats, and while getting Treasure can be nice, paying 2 mana for it isn't.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 7: Oath of Chandra
Oath of Chandra
3.5 This is a Sorcery-speed two mana deal 3 that has some actually relevant Planeswalker upside (at least when the Planeswalker bonus sheet is on Arena)
Nighthowler
2 This can be huge for sure, but it can also be super underwhelming.
Purphoros's Emissary
2.5 A 4-mana 3/3 Menace is passable, and if you draw it late, it's likely to drastically improve your attack.
Cloudfin Raptor
2 This is awesome on turn one -- and a lot less awesome the rest of the game, since it's unlikely to grow quite as much. It's a terrible topdeck, too.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 3 Pick 8: Heart-Piercer Manticore
Bloodtithe Harvester
3.5 This isn't going to be as insane as it was in Crimson Vow, because there isn't much Blood in the format. But this is still an excellent card because of the stat-line, the useful blood token, and on occasion you can turn the Harvester into removal.
Heart-Piercer Manticore
1.5 This underperformed pretty hard last time we saw it. It's because it has some awkward tension. If you have a creature that is big enough to kill something big of your opponent's well...you probably don't want to sacrifice it. And sacrificing something that is fodder is likely to result in a very minimal effect.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Nimbus Naiad
2 Wind Drake isn't that exciting, but it's sort of passable, and in the late game putting this on just about any creature makes it a major threat.
Consider
2.5 This is always a nice card selection spell, and in a format with plenty of Prowess and similar effects, it'll be solid.
Ghirapur Gearcrafter
3.5 This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Crumble to Dust
0.0 Land destruction is rarely where you want to be in Limited, and even with a Gate theme this will typically be a blank and/or irrelevant card.
Pack 3 Pick 9: Witch's Mark
Illusory Angel
2 It's not always easy to set this up -- it's a terrible top deck, for example. But if you can play something that costs one on turn 4, and then play this it feels like a quality turn. Problem is it just doesn't always line up.
Witch's Mark
2.5 You get a pretty good return on your two mana investment + a card, since you add something to the board while digging deeper into your deck.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Nissa's Pilgrimage
2 Paying three to ramp your mana and not add to the board can be a liability, but this is a pretty potent way to do it, especially if you have spellmastery.
Pack 3 Pick 10: Makindi Sliderunner
Quicken
1.5 It replace itself so that it's not a complete dud, but you just don't have this and a Sorcery worth giving Flash to in your hand often enough for it to be very good.
Dinrova Horror
3.5 Adding a 4/4 body to the board, bouncing something, and making your opponent discard is very nice for six mana -- and sometimes it can effectively destroy the creature it bounces.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Makindi Sliderunner
2 A two mana 2/1 trample is bad -- and a two mana 3/2 trample isn't insane either. This makes you jump through hoops to get there.
Cloudfin Raptor
2 This is awesome on turn one -- and a lot less awesome the rest of the game, since it's unlikely to grow quite as much. It's a terrible topdeck, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 3 Pick 11: Baleful Eidolon
Zephyr Winder
2.5 This basically gives itself or another creature pseudo-vigilance. You're not going to usually be able to pull off any shenanigans, but a two mana 2/1 flyer with this ability is pretty solid anyway.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Pack 3 Pick 12: Ghor-Clan Rampager
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Ovalchase Daredevil
1 // 3.5 This was pretty good back in Kaladesh, but that was an artifact-heavy set. This one isn't. Still, even with just like 3 artifacts in your deck it's a pretty good card, since a 4/2 is relevant virtually all game long.
Pack 3 Pick 13: Syndicate Messenger
Nimbus Naiad
2 Wind Drake isn't that exciting, but it's sort of passable, and in the late game putting this on just about any creature makes it a major threat.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Pack 3 Pick 14: Blackbloom Rogue
Murmuring Mystic
1.5 // 3.5 This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
Blackbloom Rogue
3 This is a pretty decent creature when you need it to be -- and you can always play it as a land when it's in your opening hand.
Pack 3 Pick 15: Sanitarium Skeleton
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.