Blood Baron of Vizkopa
3.5 This protection will be relevant against like 40% of opponents, and that's a big deal. You shouldn't count on it taking to the sky, but it's not impossible either since it has lifelink.
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
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.
Silkwrap
3 It can't take down everything, but it can answer most early-game creatures quite efficiently.
Tenth District Legionnaire
3.5 This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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.
Dimir 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 1 Pick 2: Domri Rade
Murmuring Mystic
1.5 // 3.5 This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
Stormchaser Mage
3.5 This is tough to block all game long because of Prowess, and if you get it down early it can put the game away on it's own.
Cruel Revival
3 There are enough Zombies in this set for this to generate a 2-for-1 pretty often.
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
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.
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.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Domri Rade
3 The -2 is pretty conditional removal, and the +1 doesn't always do something. Domri is cheap though, and can certainly help you win a game -- it just won't be able to do it all on it's own.
Pack 1 Pick 3: Akroan Crusader
Starfield of Nyx
0 // 3.5 This looks like a more legit Limited buildaround than it did last time we saw it, as this format has tons of Enchantments -- but it's still going to be difficult to really get it going. If you have like 10+ Enchantments I say go for it, but anything less and it'll be tough to get going.
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.
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the 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.
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.
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.
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.
Izzet 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 4: Akroan Crusader
Extricator of Sin
3 Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
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.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
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 1 Pick 5: Phalanx Tactics
Hopeful Eidolon
2.5 Neither mode of this card is all that good individually, but the flexibility is nice.
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.
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.
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.
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.
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.
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.
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.
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.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 6: Ardenvale Tactician
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.
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.
Nemesis of Mortals
1 // 3 This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Ardenvale Tactician
2.5 This is pretty nice in aggro decks, as it can get a couple blockers out of the way and then add a reasonable creature to the board.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
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.
Flitterstep Eidolon
2 A two mana 1/1 that can't block isn't very good -- and while casting this as an Aura late can definitely be nice, it's pretty expensive.
Pack 1 Pick 7: Lagonna-Band Trailblazer
Aspect of Hydra
1.5 This can be a pretty potent combat trick -- but it can also be a blank card. And you need three green pips just for it to be Giant Growth, so it's tough to make it worthwhile in Limited.
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.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
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.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 8: Selesnya Guildgate
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.
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.
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.
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.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 9: Coordinated Assault
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
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.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 11: Nyx Weaver
Nyx Weaver
3 This is a good enabler for graveyard decks, and a passable payoff, too.
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.
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.
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.
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.
Pack 1 Pick 12: Smash to Smithereens
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.
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.
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 1 Pick 13: Makindi Sliderunner
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.
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.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 14: Catacomb Sifter
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.
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.
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.
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.
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
Phalanx Leader
2.5 The Heroic trigger is strong, but it's hard to cast and super vulnerable when it comes down.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
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.
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.
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.
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.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
Orzhov Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Liliana Vess
3.5 Her -2 is underwhelming, but her +1 can do some work -- and if you can keep her around to use her ultimate, the game is over. Unfortunately, she doesn't come with a way to destroy creatures or draw cards, which really keeps her in check.
Pack 2 Pick 2: Sejiri Shelter
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.
Stab Wound
3.5 This can outright kill something small, but it's almost better when you put it on a creature that doesn't die. Turning a 4/4 into a 2/2 is usually enough to take away it's relevance, and Stab Wound can bleed your opponent out surprisingly quickly.
Murmuring Mystic
1.5 // 3.5 This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
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.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
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.
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.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
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.
Simic 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 3: Coordinated Assault
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.
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.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
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.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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 2 Pick 4: Boros 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.
Blood Scrivener
2.5 This is pretty bad until you reach the point where it draws you cards -- at which point it's pretty amazing. But it's pretty bad an early game play.
Murmuring Mystic
1.5 // 3.5 This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
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.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
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.
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.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 2 Pick 5: Ardenvale Tactician
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.
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.
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.
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.
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.
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.
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.
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.
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.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Fog
0 Fog is terrible in Limited. It's easy to imagine the ideal scenario -- your opponent swings out and you Fog, and then swing back for lethal. But that scenario is incredibly rare. Most of the time, you go down a card for an almost meaningless effect.
Pack 2 Pick 6: Fall of the Hammer
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.
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.
Halo Scarab
1.5 This was pretty weak last time we saw it, and it will be here too. It has bad stats, and while getting Treasure can be nice, paying 2 mana for it isn't.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
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.
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.
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.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 2 Pick 7: Tenth District Legionnaire
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
Tenth District Legionnaire
3.5 This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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.
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.
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.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
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 2 Pick 8: Dragon Mantle
Bloodtithe Harvester
3.5 This isn't going to be as insane as it was in Crimson Vow, because there isn't much Blood in the format. But this is still an excellent card because of the stat-line, the useful blood token, and on occasion you can turn the Harvester into removal.
Rogue's Passage
1.5 This is a decent late-game mana sink, but it hurts your mana base in the mean time.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
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.
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.
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.
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 2 Pick 9: Coordinated Assault
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.
Coordinated Assault
3 This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
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.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
Pack 2 Pick 10: Boundary Lands Ranger
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.
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.
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.
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 11: Crypt Incursion
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
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.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 2 Pick 12: Clutch of Currents
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.
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.
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.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 2 Pick 13: 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.
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.
Skyrider Elf
2.5 This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
Pack 2 Pick 14: Khalni Ambush
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 2 Pick 15: Crackdown Construct
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
Pack 3 Pick 1: Ardenvale Tactician
Ashen Rider
4.5 This is hard to cast, but well worth the effort. It adds a big evasive body to the board that permanently eliminates a permanent, and even if your opponent kills it, they lose another one. Make sure to take Orzhov gates when you see them, though.
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.
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.
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Zephyr Winder
2.5 This basically gives itself or another creature pseudo-vigilance. You're not going to usually be able to pull off any shenanigans, but a two mana 2/1 flyer with this ability is pretty solid anyway.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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.
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.
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.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
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.
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 3 Pick 2: Martial Glory
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.
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.
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.
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.
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.
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.
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.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
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.
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.
Golgari 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 3: Purphoros's Emissary
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.
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.
Extricator of Sin
3 Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
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.
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.
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.
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.
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.
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.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Skyreaping
0.5 Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
Pack 3 Pick 4: Sejiri Shelter
Gates Ablaze
0 // 3 This is a nice build around if you have a controlling version of the 5-color gates deck, but unplayable otherwise.
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.
Experiment One
2.5 Evolve creatures are awkward in Limited since they are good if you get them down early and terrible if you draw them late.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
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.
Commune with the Gods
1.5 This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
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.
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.
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.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Brood Monitor
4.5 This gives you a ton of value for 6 mana. Even if those tokens couldn't be sacrificed for mana, this is a card that gives you four very real bodies. If you're behind, it brings you to parity. If you're at parity it pulls you ahead, and if you're ahead, the game's probably over.
Pack 3 Pick 5: Lagonna-Band Trailblazer
Rogue's Passage
1.5 This is a decent late-game mana sink, but it hurts your mana base in the mean time.
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.
Gatebreaker Ram
0 // 3.5 This is a great gate payoff that can serve as a very legitimate win condition when you have a bunch of Gates.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
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.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
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.
Scion of Ugin
1 A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
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.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 6: Keening Apparition
Labyrinth Champion
2 The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
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.
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.
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.
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.
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.
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.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
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 3 Pick 7: Sire of Insanity
Sire of Insanity
2 This puts both players in top-deck mode, and in theory the 6/4 you just put on the board will make it likely that you're ahead, although it's not a guarantee.
Anchor to the Aether
3 This is some nice 1-for-1 removal that even improves your card quality.
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.
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.
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.
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.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
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.
Orzhov Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 8: Martial Glory
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!
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.
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.
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.
Windrider Patrol
2 This is a bit overcosted, but the combat damage trigger is nice.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
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.
Ghirapur Gearcrafter
3.5 This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Pack 3 Pick 9: Dragon Mantle
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.
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.
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.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
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.
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 3 Pick 10: Ardenvale Tactician
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.
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.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
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.
Golgari 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 11: Skyreaping
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
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.
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.
Skyreaping
0.5 Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
Pack 3 Pick 12: Kiora's Follower
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.
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.
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.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 13: Nessian Asp
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great 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.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 14: Stain the Mind
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.
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 3 Pick 15: Nantuko Husk
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.