Whip of Erebos
1.5 This looks pretty sweet, but it's very clunky and lifelink alone isn't often worth it. You need the right kinds of creatures to get back too -- like with a good enters trigger and/or lots of size, and that's hard to set up.
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.
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.
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.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
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.
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.
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.
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.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
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.
Selesnya 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 2: Dreadbore
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.
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.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
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.
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.
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.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
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.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
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 1 Pick 3: Dreadbore
Spirit of the Labyrinth
2.5 This has passable stats and Enchantment typing, and while the effect is symmetrical, it's less likely to affect you in White.
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.
Cruel Revival
3 There are enough Zombies in this set for this to generate a 2-for-1 pretty often.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
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.
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.
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.
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.
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.
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.
Orzhov 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 1 Pick 4: Rakdos Guildgate
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.
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.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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 5: Imperious Oligarch
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.
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.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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 6: Rakdos Guildgate
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.
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.
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.
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.
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.
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 1 Pick 7: Fell Stinger
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.
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.
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.
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.
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.
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 1 Pick 8: Anax and Cymede
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.
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.
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.
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.
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.
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.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 9: Dragon-Style Twins
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.
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.
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.
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.
Selesnya 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 10: Gurmag Angler
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.
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.
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.
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.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
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 1 Pick 11: Orzhov Guildgate
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.
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.
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.
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.
Orzhov Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 12: Pelakka Predation
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.
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.
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.
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.
Pack 1 Pick 13: Halo Scarab
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Pack 1 Pick 14: Scion of Ugin
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
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 1 Pick 15: Gladecover Scout
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.
Pack 2 Pick 1: Linvala, the Preserver
Maze's End
0 Even in a format with Gates, you're not going to win the game with this, and it isn't good enough at fixing your mana, either.
Linvala, the Preserver
5 If you're behind, Linvala is likely to pull you ahead. The same is true if you're at parity. And if you're already ahead and don't get either trigger, well...a 6-mana 5/5 flyer is probably enough to finish off the game.
Aqueous Form
1.5 Even in a format with an Aura/Heroic theme, I'm skeptical of this being worth a card in most cases. You open yourself up to a very real risk of a 2-for-1, and the payoff is pretty medium.
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.
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.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
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.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
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.
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.
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.
Dimir 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 2 Pick 2: Pilgrim's Eye
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.
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.
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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.
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.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Sage's Reverie
1.5 Even in a format with an Aura theme, I'm skeptical of this. On it's own it's terrible, and putting a ton of Auras on a single creature is a good way to lose -- although, there is a decent amount of hexproof in the format.
Pack 2 Pick 3: Priest of the Blood Rite
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.
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.
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.
Priest of the Blood Rite
4 5-mana for a 5/5 flyer and a 2/2 is pretty great, and Black has plenty of ways to get rid of the 2/2 so you can shut off the downside. Your opponent often won't want to block or attack into the 2/2 either -- which is itself a disadvantage.
Shipbreaker Kraken
2 A 6-mana 6/6 is a reasonable top-curve creature -- and if this ever goest Monstrous you probably win the game, as it's probably smashing in for 10 all on it's own. Problem is, getting to 8 mana doesn't happen that often in Limited.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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.
Dimir 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 4: Imperious Oligarch
Silence
0 This style of card is never good in Limited. You go down a card for a highly situational effect.
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.
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.
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic 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.
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.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Orzhov 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 5: Fell Stinger
Scatter to the Winds
2 Cancel isn't usually very good in Limited, but in the late game this turns into a 3/3 that counters a spell, and that's enough upside to make this Cancel variant worthwhile.
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.
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
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.
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.
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.
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.
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.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Dimir 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 6: Syndicate Messenger
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.
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.
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.
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.
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.
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.
Golgari 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 7: Orzhov Guildgate
Draconic Roar
4 Two mana deal 3s are always great, and sometimes you'll be able to bolt your opponent in the face, too.
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.
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.
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.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
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.
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.
Orzhov Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 8: Painful Truths
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.
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
Pack 2 Pick 9: Bloodfire Enforcers
Maze's End
0 Even in a format with Gates, you're not going to win the game with this, and it isn't good enough at fixing your mana, either.
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.
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.
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.
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.
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 2 Pick 10: Sanitarium Skeleton
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable 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.
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.
Sage's Reverie
1.5 Even in a format with an Aura theme, I'm skeptical of this. On it's own it's terrible, and putting a ton of Auras on a single creature is a good way to lose -- although, there is a decent amount of hexproof in the format.
Pack 2 Pick 11: Painful Truths
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.
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.
Dimir 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 12: Cartel Aristocrat
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.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Pack 2 Pick 13: Gurmag Angler
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.
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.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 14: 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.
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 15: Tormented Hero
Archangel of Thune
4.5 She can fuel herself of course, and you'd probably play a 5-mana 3/4 with lifelink anyway -- but she's one that also buffs your board and works with other life gain payoffs in the format.
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.
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.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
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.
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.
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.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
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.
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.
Simic 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 1: Archangel of Thune
Archangel of Thune
4.5 She can fuel herself of course, and you'd probably play a 5-mana 3/4 with lifelink anyway -- but she's one that also buffs your board and works with other life gain payoffs in the format.
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.
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.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
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.
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.
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.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
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.
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.
Simic 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 2: Dictate of Erebos
Aetherling
4.5 It's definitely expensive, but if you can play this and leave mana up to blink it, it's probably never going to die, and it's always a threat since it's hard to block and can hit pretty hard.
Dictate of Erebos
3.5 If you have a decent board state, this wreaks a ton of havoc on the game, and the fact you can flash it in is really important, because you can surprise your opponent by turning every chump block into a removal spell out of nowhere. It does need you to have a decent board state, though.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Simic 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 3 Pick 3: Sejiri Shelter
Lumbering Falls
3.5 A 3/3 body isn't always great, but we're still talking about a land that can attack and block in the late game.
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.
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
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.
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.
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.
Gruul 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 4: Stasis Snare
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.
Stasis Snare
4 Instant speed Oblivion Ring is pretty sweet, as it means you're more likely to produce blow outs, and paying three to exile a creature is always good.
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
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.
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.
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.
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.
Retraction Helix
2 This doesn't have the silly combo potential it has in 60-card formats, but it is a roundabout way to bounce something for one mana. Granted, having an untapped creature is a requirement, and that holds it back -- but it's a playable card.
Pack 3 Pick 5: Imperious Oligarch
Spirit of the Labyrinth
2.5 This has passable stats and Enchantment typing, and while the effect is symmetrical, it's less likely to affect you in White.
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.
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.
Monastery Swiftspear
3.5 While not as good in Limited as it is in 60-card formats, the Swiftspear is still very good. It does a ton of damage early, and prowess helps keep it relevant all game.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
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 3 Pick 6: 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.
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.
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
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.
Kabira Takedown
3.5 This is a land that can also be a removal spell. Sure, the removal is conditional -- but if you draw this in the late game you're going to be very happy you didn't draw a regular land, as this is likely to kill something for two mana. The modality here is great.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
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.
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.
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.
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 3 Pick 7: Fight with Fire
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.
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.
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.
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.
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.
Selesnya 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: Ardenvale Tactician
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.
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.
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.
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.
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Oath of Gideon
2 This has a kind of passable baseline, and while the Planeswalker bonus sheet is active, you might actually be able to get some additional value out of it.
Pack 3 Pick 9: Pelakka Predation
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.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
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.
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.
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.
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.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 10: Silumgar Butcher
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.
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.
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.
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.
Simic 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 3 Pick 11: Supernatural Stamina
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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 12: Gurmag Angler
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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.
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.
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 3 Pick 13: Keening Apparition
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
Pack 3 Pick 14: Treasure Cruise
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
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.