Silence
0 This style of card is never good in Limited. You go down a card for a highly situational effect.
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.
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.
Mentor of the Meek
1.5 // 3.5 In a deck with enough ways to trigger this, it turns into quite the engine. Although, you'd be surprised how often you just don't have the spare mana to pay for it.
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.
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.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
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.
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.
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.
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.
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.
Simic 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 1 Pick 2: District Guide
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.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
Draconic Roar
4 Two mana deal 3s are always great, and sometimes you'll be able to bolt your opponent in the face, 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.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
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.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Orzhov 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 1 Pick 3: Ultimate Price
Urborg, Tomb of Yawgmoth
2.5 This can make it easy for you to have Black mana -- although it makes it easy for your opponent too. It's mostly a swamp with upside, though, although it has way less upside in Limited than in other formats.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 4: Sidisi, Undead Vizier
Sidisi, Undead Vizier
4.5 The 4/6 death touch body is going to give your opponent pause all game long, and giving up your most useless creature in play for the best card in your deck is usually well worth it.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 5: Baleful Eidolon
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.
Sin Collector
1 This will wiff most of the time, although it'll probably be a little bit better when the spell bonus sheet is around.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
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.
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.
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.
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.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 1 Pick 6: Imperious Oligarch
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.
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.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
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.
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.
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.
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.
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 1 Pick 7: Pilgrim's Eye
Ubul Sar Gatekeepers
0 // 3 This is unplayable if you don't have like 6+ gates, but if you do it's a pretty nice payoff.
Rapid Hybridization
0 This is terrible in Limited. If you use it on your opponent's creature, you effectively 2-for-1 yourself, and using it on your own is only moderately better.
Nantuko Husk
3 Free sacrifice outlets always have a ton of potential, and the threat of activation on the Nantuko makes it hard for your opponent to block it.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
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.
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.
Ovalchase Daredevil
1 // 3.5 This was pretty good back in Kaladesh, but that was an artifact-heavy set. This one isn't. Still, even with just like 3 artifacts in your deck it's a pretty good card, since a 4/2 is relevant virtually all game long.
Pack 1 Pick 8: Imperious Oligarch
Archway Angel
1.5 // 4 This was a pretty legit buildaround last time we saw it. Gate decks really want this card, since they often have slow starts because they are playing so many colors and so many tap lands, the Angel helps even things out on turn 5, and often pulls you ahead. If you don't have lots of gates though, she's pretty bad.
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.
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.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 9: Compulsory Rest
Silence
0 This style of card is never good in Limited. You go down a card for a highly situational effect.
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.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
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.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
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 1 Pick 10: Undead Butler
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
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.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
Pack 1 Pick 11: Devour Flesh
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.
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.
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.
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.
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 12: Selesnya Guildgate
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 13: Gateway Plaza
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.
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.
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.
Pack 1 Pick 14: Cavern Lampad
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.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 1 Pick 15: Supernatural Stamina
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 1: Sungrace Pegasus
Bident of Thassa
4 You need to have some board state to get it going, but that's not a huge ask, and in Blue you may even have evasive creatures who can draw you lots of cards.
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.
Catacomb Sifter
4 This gives you so much value for three mana. Just getting a 2/3 and a 1/1 for that cost is a slam dunk, and this 1/1 can produce mana and you get some Scry triggers, too.
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.
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.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is 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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Boros 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 2: Hero of Iroas
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.
Niblis of Frost
4 Getting the Prowess buff combined with the ability to freeze down creatures allows this to take over the game much of the time.
Seed Guardian
4 Without even trying, this will usually leave behind at least a 1/1, and by the later stages of the game killing this will result in a huge monster token.
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.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
Hero of Iroas
3.5 The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
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.
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.
Azorius 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 2 Pick 3: Syndicate Messenger
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
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.
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.
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.
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.
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.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 4: Sejiri Shelter
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.
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.
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.
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.
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
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.
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.
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.
Rakdos 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 5: Compulsory Rest
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.
Nighthowler
2 This can be huge for sure, but it can also be super underwhelming.
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.
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.
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.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
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.
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.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 2 Pick 6: Gateway Plaza
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.
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.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
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.
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.
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.
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.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stain the Mind
0 These "Lobotomy" effects are always terrible in Limited. It's tough to name the right card, and even if you do, you're spending lots of mana and/or tapping a bunch of creatures without affecting the board at all, and there are many games where you just whiff entirely.
Pack 2 Pick 7: Gurmag Angler
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.
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.
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.
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.
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.
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
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.
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.
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 8: Knightly Valor
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.
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, 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.
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.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
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.
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.
Pack 2 Pick 9: Baleful Eidolon
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.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Pack 2 Pick 10: Sanitarium Skeleton
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.
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.
Sanitarium Skeleton
0 // 2.5 If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Azorius 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 2 Pick 11: Evolving Wilds
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.
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.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Pack 2 Pick 12: Tormented Hero
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.
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.
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: Silumgar Butcher
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
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.
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 14: Stain the Mind
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.
Stain the Mind
0 These "Lobotomy" effects are always terrible in Limited. It's tough to name the right card, and even if you do, you're spending lots of mana and/or tapping a bunch of creatures without affecting the board at all, and there are many games where you just whiff entirely.
Pack 2 Pick 15: Supernatural Stamina
Supernatural Stamina
2.5 This is a very nice trick because it's so cheap, and great in combat or against removal.
Pack 3 Pick 1: Dictate of Heliod
Dictate of Heliod
4 This buff is huge, and upgrades almost any creature into something that is relevant at the very least. Flash means it can effectively wreck combat on your opponent out of nowhere too -- or at least allow you to augment your board when your opponent doesn't expect it. It's like a mass pump spell that sticks around, which is pretty sweet.
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.
Dreadhound
3.5 This is great at stocking the graveyard, and it's ETB is usually going to make your opponent lose 1 life or more, while you get a pretty nice creature.
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.
Loxodon Smiter
3 This is mostly just a three-mana 4/4, although, on rare occasions, you'll get to put it into play for free.
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.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
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.
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.
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.
Azorius Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 3 Pick 2: Keening Apparition
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.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
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.
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.
Sight Beyond Sight
2 This feels pretty bad the turn you cast it, but on the next turn you get the effect again with all of your mana available. Ultimately you get a pretty nice 2-for-1, and probably some spell triggers, too.
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.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 3: Steward of Solidarity
Rogue's Passage
1.5 This is a decent late-game mana sink, but it hurts your mana base in the mean time.
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.
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.
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.
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.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
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.
Gruul 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 3 Pick 4: Lifebane Zombie
Lifebane Zombie
2.5 When this hits something it'll feel completely insane, and it's three mana 3/1 Intimidate body is a passable baseline.
Tomebound Lich
3.5 This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
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!
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Azorius Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 5: Steward of Solidarity
Tomebound Lich
3.5 This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
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.
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.
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.
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.
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.
Nantuko Husk
3 Free sacrifice outlets always have a ton of potential, and the threat of activation on the Nantuko makes it hard for your opponent to block it.
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.
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.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 6: Orzhov Guildgate
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.
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.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
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.
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
Orzhov 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 7: Dreadhound
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Dreadhound
3.5 This is great at stocking the graveyard, and it's ETB is usually going to make your opponent lose 1 life or more, while you get a pretty nice creature.
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.
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.
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.
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.
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.
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.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 8: Zulaport Cutthroat
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.
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.
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.
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.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Pack 3 Pick 9: Devour Flesh
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.
Loxodon Smiter
3 This is mostly just a three-mana 4/4, although, on rare occasions, you'll get to put it into play for free.
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.
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.
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.
Azorius Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 3 Pick 10: Skyrider Elf
Sight Beyond Sight
2 This feels pretty bad the turn you cast it, but on the next turn you get the effect again with all of your mana available. Ultimately you get a pretty nice 2-for-1, and probably some spell triggers, too.
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.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
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.
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.
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.
Pack 3 Pick 11: Undead Butler
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
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 3 Pick 12: Tomebound Lich
Tomebound Lich
3.5 This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Azorius Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 13: Nantuko Husk
Tomebound Lich
3.5 This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
Nantuko Husk
3 Free sacrifice outlets always have a ton of potential, and the threat of activation on the Nantuko makes it hard for your opponent to block it.
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.
Pack 3 Pick 14: Scion of Ugin
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
Pack 3 Pick 15: Purphoros's Emissary
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.