Sylvan Primordial
3.5 This can always hit a land, and will often have an Enchantment to hit by the time it comes down, and this is certainly a big body.
Clear Shot
4 This is always an excellent Uncommon. It's very easy to destroy creatures with on most board states, and sometimes you even get a 2-for-1.
Zulaport Cutthroat
3 There are several free sacrifice outlets in the format that can run wild with this, and the effect is pretty solid anyway.
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!
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.
District Guide
4 This at Common is pretty amazing! It gives you amazing fixing, especially if you're in a gate deck -- and it's almost always going to generate a 2-for-1.
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.
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.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
Dimir 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 2: Wild Slash
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.
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.
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.
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.
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.
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.
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.
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.
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.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Reckless Bushwhacker
2.5 Surging this is where you really want to be, and it can add tons of damage to the board whether you Surge it or cast it normally. It's not great if you're behind, though.
Pack 1 Pick 3: Dragon Mantle
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.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Steam Augury
3 I don't love that this doesn't add to the board, but it's usually going to draw you a few card and stock your graveyard.
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.
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
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.
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.
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.
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.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 4: Shambling Vent
Shambling Vent
3.5 A 2/3 with lifelink is usually capable of doing something -- like chumping and gaining you life at least -- and in the mean time this provides great fixing.
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
Jwari Disruption
3.5 A land that can also counter spells is amazing. Basically, if you have this early you can hold on to it and hope to snipe a spell in the first few turns -- and once you need a land, it can do that too.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
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.
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.
Rakdos 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 5: Temporal Trespass
Temporal Trespass
0 // 3.5 This is tough to cast in Limited, but not impossible. There are graveyard decks in the format, and they'll be able to fire this off, and oftentimes it will be gamewinning, as Time Walk effects so often are.
Destructive Revelry
0.5 This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
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.
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.
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.
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.
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.
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.
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.
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.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 6: Phalanx Tactics
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.
Phalanx Tactics
2 This can help you trigger Heroic while buffing yoru whole board, and certainly has it's moments. However, if you don't have Heroic and/or don't have a built out board, it's just a bad combat trick.
Experiment One
2.5 Evolve creatures are awkward in Limited since they are good if you get them down early and terrible if you draw them late.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
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.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 7: Makindi Sliderunner
Humble Defector
2.5 This is better than it looks! Sure, symmetrical draw isn't awesome -- nor is giving your opponent a card, but you always get to draw cards with it first, and that makes a huge difference. It can get especially nice if you sacrifice it in response to the ability.
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
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.
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.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Sungrace Pegasus
2 This is a nice place to put counters or Auras, but is fairly underwhelming otherwise.
Pack 1 Pick 8: Martial Glory
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
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.
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.
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
The Chain Veil
0 Even with the planeswalker bonus sheet around, I'm very skeptical about The Chain Veil working. You might have 1-2 planeswalkers in most decks, but that just isn't enough.
Pack 1 Pick 9: Akroan Crusader
Zulaport Cutthroat
3 There are several free sacrifice outlets in the format that can run wild with this, and the effect is pretty solid anyway.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 10: Witch's Mark
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.
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.
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.
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.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Reckless Bushwhacker
2.5 Surging this is where you really want to be, and it can add tons of damage to the board whether you Surge it or cast it normally. It's not great if you're behind, though.
Pack 1 Pick 11: Supernatural Stamina
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
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.
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.
Pack 1 Pick 12: Syndicate Messenger
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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 13: Imperious Oligarch
Destructive Revelry
0.5 This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
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.
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.
Pack 1 Pick 14: Makindi Sliderunner
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.
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.
Pack 1 Pick 15: Humble Defector
Humble Defector
2.5 This is better than it looks! Sure, symmetrical draw isn't awesome -- nor is giving your opponent a card, but you always get to draw cards with it first, and that makes a huge difference. It can get especially nice if you sacrifice it in response to the ability.
Pack 2 Pick 1: Akroan Crusader
Xathrid Necromancer
3.5 A three mana 2/2 that dies into a 2/2 is a card you'd always play, and there are plenty of other Humans in the format too.
Rescue from the Underworld
1.5 This is a reanimation spell that requires you to have a creature for it to do it's thing -- with the added upside of potentially triggering that creature's death and/or enters trigger. Still, it's way too fiddly to work out very often.
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.
Humble Defector
2.5 This is better than it looks! Sure, symmetrical draw isn't awesome -- nor is giving your opponent a card, but you always get to draw cards with it first, and that makes a huge difference. It can get especially nice if you sacrifice it in response to the ability.
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!
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.
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.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
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.
Boros 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 2 Pick 2: Boulder Salvo
Gatebreaker Ram
0 // 3.5 This is a great gate payoff that can serve as a very legitimate win condition when you have a bunch of Gates.
Destructive Revelry
0.5 This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
Crypt Incursion
0 This can gain you a bunch of life, but a graveyard has to be well-stocked, and just gaining life is rarely worth a card anyway.
Cruel Revival
3 There are enough Zombies in this set for this to generate a 2-for-1 pretty often.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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.
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.
Darksteel Ingot
1.5 3-mana mana rocks are rarely good in Limited, but if you really need fixing or ramp, you'll use this.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Oath of Liliana
2.5 A three-mana edict isn't great, but this has useful typing, and her planeswalker payoff effect is great, since it gives you a free way to protect your planeswalkers.
Pack 2 Pick 3: Triplicate Spirits
Alpha Authority
1 This looks pretty exciting -- but it's kind of like Swiftfoot Boots -- that is to say, awful in Limited, because the creature you put it on already has to be good, and that really limits it's utility.
Jhessian Thief
2.5 This was surprisingly hard to get in with last time we saw it, but when you do it feels pretty amazing.
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!
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
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.
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.
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.
Simic 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 2 Pick 4: Secure the Wastes
Secure the Wastes
5 This always gives you a great deal, and at instant speed! It can allow you to really devastate an opposing attack, or simply add so many bodies to the board that your opponent can never come back from it.
Notion Thief
0.5 This is hard to make use of in Limited, as not all decks can draw extra cards. I think that makes it a sideboard card that you bring in against Blue opponents, more or less. When you can steal those draws, it feels pretty insane.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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 2 Pick 5: Akroan Crusader
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
Imposing Sovereign
2.5 This is a solid two-drop for aggro decks, as it can really allow you to get in for extra damage.
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.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
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.
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.
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.
Orzhov 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 6: Coordinated Assault
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
Azorius Charm
4 This is a very nice removal spell that happens to have two other useful modes.
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.
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.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
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.
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.
Knightly Valor
2.5 This effectively adds 4/4 worth of Vigilance stats to the board, and 2/2 of it basically has Haste. Adding that body to the board really helps offset the downside Auras usually have.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Sungrace Pegasus
2 This is a nice place to put counters or Auras, but is fairly underwhelming otherwise.
Pack 2 Pick 7: Dragon Mantle
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.
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.
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.
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
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.
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.
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.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Pack 2 Pick 8: Silence
Silence
0 This style of card is never good in Limited. You go down a card for a highly situational effect.
Valakut Awakening
3 This is a great design for a MDFC, since early you'll just play it as a land -- and late, it can become a pretty nice draw spell.
Aspect of Hydra
1.5 This can be a pretty potent combat trick -- but it can also be a blank card. And you need three green pips just for it to be Giant Growth, so it's tough to make it worthwhile in Limited.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
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.
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.
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.
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: Boros Guildgate
Humble Defector
2.5 This is better than it looks! Sure, symmetrical draw isn't awesome -- nor is giving your opponent a card, but you always get to draw cards with it first, and that makes a huge difference. It can get especially nice if you sacrifice it in response to the ability.
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.
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.
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.
Boros 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 2 Pick 10: Destructive Revelry
Destructive Revelry
0.5 This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
Crypt Incursion
0 This can gain you a bunch of life, but a graveyard has to be well-stocked, and just gaining life is rarely worth a card anyway.
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.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Oath of Liliana
2.5 A three-mana edict isn't great, but this has useful typing, and her planeswalker payoff effect is great, since it gives you a free way to protect your planeswalkers.
Pack 2 Pick 11: Keening Apparition
Alpha Authority
1 This looks pretty exciting -- but it's kind of like Swiftfoot Boots -- that is to say, awful in Limited, because the creature you put it on already has to be good, and that really limits it's utility.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
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 2 Pick 12: Crumble to Dust
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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 2 Pick 13: Imposing Sovereign
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
Imposing Sovereign
2.5 This is a solid two-drop for aggro decks, as it can really allow you to get in for extra damage.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
Pack 2 Pick 14: Heliod's Pilgrim
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.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Pack 2 Pick 15: Bloodfire Enforcers
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.
Pack 3 Pick 1: Tenth District Legionnaire
Bring to Light
1 This is here for 60-card Pioneer. It's tough having good enough mana and something worth tutoring up with this.
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
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.
Gate Colossus
0 // 4.0 This is a very powerful gate payoff, since you can get it down ahead of schedule and bring it back pretty easily. It's unplayable outside of the gate deck, though.
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.
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.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
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.
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.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Oath of Jace
1.5 This is a mediocre draw spell as a baseline, so you probably need some Planeswalkers to get it going. Even with the "Planeswalker" bonus sheet, though, it's unlikely you have more than 2.
Pack 3 Pick 2: Akroan Crusader
Temporal Trespass
0 // 3.5 This is tough to cast in Limited, but not impossible. There are graveyard decks in the format, and they'll be able to fire this off, and oftentimes it will be gamewinning, as Time Walk effects so often are.
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.
Extricator of Sin
3 Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
Steam Augury
3 I don't love that this doesn't add to the board, but it's usually going to draw you a few card and stock your graveyard.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
Knightly Valor
2.5 This effectively adds 4/4 worth of Vigilance stats to the board, and 2/2 of it basically has Haste. Adding that body to the board really helps offset the downside Auras usually have.
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.
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.
District Guide
4 This at Common is pretty amazing! It gives you amazing fixing, especially if you're in a gate deck -- and it's almost always going to generate a 2-for-1.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Oath of Liliana
2.5 A three-mana edict isn't great, but this has useful typing, and her planeswalker payoff effect is great, since it gives you a free way to protect your planeswalkers.
Pack 3 Pick 3: Boros Reckoner
Boros Reckoner
4 This can be dealt with by straight up "destroy" or "exile" removal, but combat and most other removal will give you a 2-for-1.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
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.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
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.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Skyreaping
0.5 Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
Pack 3 Pick 4: Anax and Cymede
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.
Bassara Tower Archer
2.0 // 3.5 This is where you want to put your Auras, counters, and equipment -- but without those things, it's pretty mediocre.
Kraul Harpooner
2.5 This ETB usually results in the Harpooner dying too, but if you're paying 2 to kill a big flyer you're going to be happy with that. And when you can't use the ETB, it's still a solid 2 drop.
Anax and Cymede
4 A three mana 3/2 with first strike and vigilance is already pretty good -- and this Heroic trigger can be devastating.
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.
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.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Darksteel Ingot
1.5 3-mana mana rocks are rarely good in Limited, but if you really need fixing or ramp, you'll use this.
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.
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.
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.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 5: Draconic Roar
Lotleth Troll
4.5 This is very difficult to deal with if your opponent has mana up, and it's ability to grow makes it a very real threat. That's a devastating combination.
Boon Satyr
4 Flashing this with Bestow is the way to generate the most value, as it will let that creature kill almost anything and the buff sticks around. And even if the creature you put this on also dies, the Satyr sticks around.
Draconic Roar
4 Two mana deal 3s are always great, and sometimes you'll be able to bolt your opponent in the face, too.
Knightly Valor
2.5 This effectively adds 4/4 worth of Vigilance stats to the board, and 2/2 of it basically has Haste. Adding that body to the board really helps offset the downside Auras usually have.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Smash to Smithereens
0.5 This is a sideboard card. There aren't enough artifacts in this format for it to be main deck material -- but when your opponent has a few targets for it, it's pretty good.
Pack 3 Pick 6: Fall of the Hammer
Honored Hydra
4.5 This is pretty insane at Uncommon. It gives you two very real bodies -- one of which is appropriately costed, and the other is undercosted. You can also mill or discard it and get a 6/6 trampler in the early game.
Ultimate Price
4 This can't hit artifact creature or multicolored creatures, but that still means it can kill almost everything in the format at instant speed for only 2 mana.
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.
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
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.
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.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Pack 3 Pick 7: Nighthowler
Nighthowler
2 This can be huge for sure, but it can also be super underwhelming.
Aspect of Hydra
1.5 This can be a pretty potent combat trick -- but it can also be a blank card. And you need three green pips just for it to be Giant Growth, so it's tough to make it worthwhile in Limited.
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.
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.
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
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.
Golgari 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 8: Goblin Heelcutter
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.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
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.
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 9: Bring to Light
Bring to Light
1 This is here for 60-card Pioneer. It's tough having good enough mana and something worth tutoring up with this.
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
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.
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.
Oath of Jace
1.5 This is a mediocre draw spell as a baseline, so you probably need some Planeswalkers to get it going. Even with the "Planeswalker" bonus sheet, though, it's unlikely you have more than 2.
Pack 3 Pick 10: Temporal Trespass
Temporal Trespass
0 // 3.5 This is tough to cast in Limited, but not impossible. There are graveyard decks in the format, and they'll be able to fire this off, and oftentimes it will be gamewinning, as Time Walk effects so often are.
Extricator of Sin
3 Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
Steam Augury
3 I don't love that this doesn't add to the board, but it's usually going to draw you a few card and stock your graveyard.
Knightly Valor
2.5 This effectively adds 4/4 worth of Vigilance stats to the board, and 2/2 of it basically has Haste. Adding that body to the board really helps offset the downside Auras usually have.
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.
Oath of Liliana
2.5 A three-mana edict isn't great, but this has useful typing, and her planeswalker payoff effect is great, since it gives you a free way to protect your planeswalkers.
Pack 3 Pick 11: Heart-Piercer Manticore
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.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Skyreaping
0.5 Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
Pack 3 Pick 12: Ghirapur Gearcrafter
Bassara Tower Archer
2.0 // 3.5 This is where you want to put your Auras, counters, and equipment -- but without those things, it's pretty mediocre.
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.
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.
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 3 Pick 13: Akroan Crusader
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
Pack 3 Pick 14: Imperious Oligarch
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
Pack 3 Pick 15: Cavern Lampad
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.