Drakuseth, Maw of Flames
3.5 If this attacks, the game is over -- but it does cost 7 mana including triple Red, and it's relatively vulnerable, so that's far from a guarantee.
Fiery Annihilation
4 This kills most stuff and turns off death triggers and any threat of recursion. Format has a decent number of equipment, too.
Ajani's Pridemate
3 As usual, the Pridemate is a nice life gain payoff with a reasonable baseline.
Quakestrider Ceratops
2.5 This is a huge vanilla creature -- so huge that I think it's actually going to make the cut in most Green decks, even if it doesn't do anything other than attack or block.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Armasaur Guide
2.5 You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Vampire Nighthawk
4 This is great whether you're ahead or behind, since it can trade for anything, attack effectively, and gain lots of life.
Overrun
3.5 This can win a lot of games, though you do need a built out board and three green mana for it to do the job.
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Armasaur Guide
2.5 You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
Strix Lookout
2 The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Quick-Draw Katana
2 This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Youthful Valkyrie
2.5 This is an okayish stat-line, and most White decks will have like 3 angels, so the upside is accessible.
Pack 1 Pick 3: Tatyova, Benthic Druid
Heartfire Immolator
3.5 A two mana 2/2 with Prowess is a nice two-drop, and this can turn into removal when you need it to.
Tatyova, Benthic Druid
4 Her Landfall trigger wins games, and while she's a bit slow and has a bad stat-line, the life she gains you helps make up for that -- and makes it more likely you'll cast those new cards you draw, too.
Vengeful Bloodwitch
2.5 This trigger is nice, and the format is reasonably well set up for you to get some life drain going, but the stat-line is bad and it's still fairly situational.
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Eaten Alive
3 Not going to be as good here as it was in Crimson Vow, as decayed zombie tokens aren't everywhere, but it's still petty awesome when you do have something expendable to give up.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Shivan Dragon
2 This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
Pack 1 Pick 4: Icewind Elemental
Mischievous Pup
1.5 This was underwhelming last time we saw it -- it has a bad stat-line and a narrow enters trigger, so it's not going to make the cut all the time.
Tatyova, Benthic Druid
4 Her Landfall trigger wins games, and while she's a bit slow and has a bad stat-line, the life she gains you helps make up for that -- and makes it more likely you'll cast those new cards you draw, too.
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Infestation Sage
3 Getting two 1/1 bodies -- including one that can fly -- for only one mana is nice. Makes it good sacrifice fodder and a good Raid enabler.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Pack 1 Pick 5: Eager Trufflesnout
Eager Trufflesnout
3 Getting one food out of this feels good, and if you get more than that you're going to be thrilled.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Divine Resilience
1.5 This is good at blanking removal, not so good at winning combat -- and you kind of need both these days for a trick to be exciting.
Pack 1 Pick 6: Swiftwater Cliffs
Inspiration from Beyond
0 // 3 This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
Garruk's Uprising
1.5 This isn't really the payoff you're looking for, mostly because it does stone nothing on it's own.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 1 Pick 7: Affectionate Indrik
Divine Resilience
1.5 This is good at blanking removal, not so good at winning combat -- and you kind of need both these days for a trick to be exciting.
Seeker's Folly
1.5 This has two weak, narrow effects. And while having the option to choose the most useful one is nice, it's not enough to make it something that makes the cut consistently.
Affectionate Indrik
3 Adding this to the board while killing a 3/3 feels pretty good, though it does have limitations against larger creatures.
Elfsworn Giant
3.5 This is a very strong landfall trigger, and while the stat-line isn't incredible, it's not thard to make sure you get at least one 1/1 out of this, and if it's left alone, it becomes a value engine.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Perforating Artist
2.5 This has mediocre stats and while the Raid trigger can be pretty good if you can get it going multiple times, I'm skeptical you'll be able to.
Pack 1 Pick 8: Thornwood Falls
Adventuring Gear
1.5 Offering no buff at all on many turns is a problem, even if the buff can be great in the early game when you're hitting all your land drops.
Resolute Reinforcements
3 This is just a good rate, and it gets better if you've got some ways to blink or recur the Reinforcements.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Quick-Draw Katana
2 This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
Pack 1 Pick 9: Cackling Prowler
Quakestrider Ceratops
2.5 This is a huge vanilla creature -- so huge that I think it's actually going to make the cut in most Green decks, even if it doesn't do anything other than attack or block.
Armasaur Guide
2.5 You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Quick-Draw Katana
2 This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Shivan Dragon
2 This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
Pack 1 Pick 12: Boltwave
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Pack 1 Pick 14: Crackling Cyclops
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Pack 2 Pick 1: Ruby, Daring Tracker
Scrawling Crawler
4 While the draw is symmetrical, it always happens during your upkeep giving you the advantage of using that card first in most cases and your opponent is going to quickly lose life, too.
Ruby, Daring Tracker
3.5 She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Dreadwing Scavenger
4 This is a very strong signpost Uncommon. Looting on entering and attack is super powerful, and it's likely to get you to threshold even on it's own.
Reassembling Skeleton
1.5 // 3.0 This isn't great if you're just planning on bringing it back to chump with it, but if you have something meaningful to do with the body -- or you're good at milling -- it can be a nice card.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Dazzling Angel
3 This is a solid stat-line and the incidental life gain is going to feel good in go-wide and lifegain decks in the format.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Muldrotha, the Gravetide
2 // 4.5 It takes some work to make Muldrotha work, but if you've got good mana, are good at milling yourself, and you have lots of permanents, it's probably going to be the strongest card in your deck.
Pack 2 Pick 2: Mossborn Hydra
Mossborn Hydra
3 This starts very small and very vulnerable, and you need two land fall triggers to make it so that's not the case. Once you get there, it starts to run away with the game -- but I don't love how this starts.
Perforating Artist
2.5 This has mediocre stats and while the Raid trigger can be pretty good if you can get it going multiple times, I'm skeptical you'll be able to.
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Ravenous Amulet
1.5 This is too slow to work out very well. If you have lots of fodder you might be able to go off, though.
Pack 2 Pick 3: Skyship Buccaneer
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
Skyship Buccaneer
3.5 If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
Stromkirk Bloodthief
1.5 Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Juggernaut
1.5 If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
Pack 2 Pick 4: Garruk's Uprising
Arcane Epiphany
2.5 5 mana to draw 3 is powerful but a little bit expensive. However, most Blue decks will be able to make this cost 4 often enough for me to get behind playing it a good chunk of the time.
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
Meteor Golem
2 Adding a 3/3 to the board and destroying your opponents best permanent is powerful, but not all decks are going to get to 7 mana.
Garruk's Uprising
1.5 This isn't really the payoff you're looking for, mostly because it does stone nothing on it's own.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Pack 2 Pick 5: Grow from the Ashes
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Grow from the Ashes
2 It can be tough to play a card that doesn't add to the board, but this can fix and ramp really effecitvely, and can be particularly good with landfall.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Luminous Rebuke
2.5 This is either too narrow or too expensive, but having the choice between the modes makes it greater than the sum of its parts.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Pack 2 Pick 6: Think Twice
Kykar, Zephyr Awakener
4 Kykar has good stats and a powerful noncreature spell payoff. Provided you have enough of those spells, it's likely to generate lots of value.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Involuntary Employment
1.0 // 2.5 You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Anthem of Champions
4 Buffing your whole board for two mana is pretty strong. You do need a board for it to do it's thing, but that's not a huge ask.
Aetherize
1.5 It's temping to imagine bouncing an entire alpha strike, but that won't happen very often. Can feel good in response to combat tricks, but if that's not the case, you're going down a card and your opponent isn't.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Strix Lookout
2 The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 8: Think Twice
Blanchwood Armor
0 You would need a mono-green deck with lots of hexproof for this to be a thing, and you can't pull that off in this format.
Billowing Shriekmass
3 This helps set up graveyard stuff while also frequently becoming a 4/4 flyer as a result of it's trigger.
Divine Resilience
1.5 This is good at blanking removal, not so good at winning combat -- and you kind of need both these days for a trick to be exciting.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Apothecary Stomper
2.5 This is pretty solid for the cost. The counters will augment your board in a pretty big way, and even as a 4/4 the stomper isn't really a creature that can be ignored.
Pack 2 Pick 9: Blossoming Sands
Reassembling Skeleton
1.5 // 3.0 This isn't great if you're just planning on bringing it back to chump with it, but if you have something meaningful to do with the body -- or you're good at milling -- it can be a nice card.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 10: Erudite Wizard
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Ravenous Amulet
1.5 This is too slow to work out very well. If you have lots of fodder you might be able to go off, though.
Pack 2 Pick 11: Bulk Up
Bulk Up
1.5 The ceiling here is real -- you can spend 8 mana and quadruple power. The flower is awful -- since it doesnt' buff toughness at all, it's not much of a combat trick.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Banner of Kinship
1.5 The set really doesn't have enough of a typal theme for this to be a factor in 99% of decks.
Good-Fortune Unicorn
3 Extra counters are great, but starting as a three mana 2/2 isn't.
Shivan Dragon
2 This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
Skyship Buccaneer
3.5 If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Burglar Rat
2.5 This is always a solid Limited creature. It's certainly not a full-blown 2-for-1, but it gets a card up front and then you have a body around to block or sacrifice.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Luminous Rebuke
2.5 This is either too narrow or too expensive, but having the choice between the modes makes it greater than the sum of its parts.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Hungry Ghoul
2.5 It has passable starting point and it's activated ability has some good applications in the format, in addition to just being solid on it's own.
Pack 3 Pick 2: Burst Lightning
Chandra, Flameshaper
5 7 mana's a lot, but Chandra's going to win you the game almost every time. Her -4 can wipe your opponent's board, and then her other abilities allow you to take over the game.
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Skyship Buccaneer
3.5 If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
Hero's Downfall
3.5 This is premium removal. It's a little hard to cast at times, but answering creatures or planeswalkers for three mana is great on an instant.
Fiery Annihilation
4 This kills most stuff and turns off death triggers and any threat of recursion. Format has a decent number of equipment, too.
Burst Lightning
4 This is Shock with upside, and the upside is real -- since in the late game it can deal with much larger creatures or finish the opponent off.
Stab
4 This is super efficient removal that can often trade up.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Flamewake Phoenix
4 This feels great on 3, and bringing it back in the late game is very doable.
Heroic Reinforcements
3.5 If you can curve out with this at the top, you usually win the game -- and even if thigns aren't going quite that smoothly, it usually results in a big turn.
Inspiration from Beyond
0 // 3 This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
Involuntary Employment
1.0 // 2.5 You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Hare Apparent
1.5 // 2.5 You can't really play this if you only have one, but if you have 4+, you'll get enough tokens for them to be worthwhile.
Pack 3 Pick 4: Abrade
Authority of the Consuls
0 This is pretty much only good on turn one, and even then there's no guarantee that it does anything to help you win a game. The effects it gives you are too small and not always relevant.
Skyship Buccaneer
3.5 If you always drew with this, it would be a 4.5! However, you just can't count on always raiding. And when you don't, it's a 2.0.
Abrade
3.5 Two mana deal 3s are always great, and this one can take out an artifact on occasion.
Gutless Plunderer
1.5 Three-mana 2/2s with death touch aren't anything special and even if you get this Raid trigger it's hard to feel good about casting this.
Tolarian Terror
1.5 // 4 If you're in a spell heavy deck like UR, or a UB deck that's good at milling itself, the Terror is going to be a super powerful card that can often end games.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Pack 3 Pick 5: Bite Down
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
Fiendish Panda
4 This is usually going to be a 2-for-1, and if you're good at gaining life it can become a threat in its own right.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Strix Lookout
2 The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
Bite Down
3.5 This is always great removal, and while you have to be careful agaisnt interaction, being an instant helps make it easy to find the rightw indow for it.
Luminous Rebuke
2.5 This is either too narrow or too expensive, but having the choice between the modes makes it greater than the sum of its parts.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 6: Sower of Chaos
Aetherize
1.5 It's temping to imagine bouncing an entire alpha strike, but that won't happen very often. Can feel good in response to combat tricks, but if that's not the case, you're going down a card and your opponent isn't.
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Luminous Rebuke
2.5 This is either too narrow or too expensive, but having the choice between the modes makes it greater than the sum of its parts.
Reassembling Skeleton
1.5 // 3.0 This isn't great if you're just planning on bringing it back to chump with it, but if you have something meaningful to do with the body -- or you're good at milling -- it can be a nice card.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Fleeting Distraction
1 // 2.5 This is only going to make the cut regularly in spell decks that love the idea of a card that triggers prowess and replaces itself.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Gutless Plunderer
1.5 Three-mana 2/2s with death touch aren't anything special and even if you get this Raid trigger it's hard to feel good about casting this.
Pack 3 Pick 8: Swiftwater Cliffs
Midnight Snack
1 This doesn't impact the board much on it's own, and even if it's giving you food, finding a turn where you can sink a bunch of mana into it and use it's ability is going to be a rarity.
Blanchwood Armor
0 You would need a mono-green deck with lots of hexproof for this to be a thing, and you can't pull that off in this format.
Fanatical Firebrand
2.5 This is really nice on turn one, and it's ping ability keeps it at least somewhat relevant all game long.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 9: Shivan Dragon
Banner of Kinship
1.5 The set really doesn't have enough of a typal theme for this to be a factor in 99% of decks.
Shivan Dragon
2 This can win the game, but it's big, slow and clunky. It's a passable top-curve threat.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 10: Fiery Annihilation
Fiery Annihilation
4 This kills most stuff and turns off death triggers and any threat of recursion. Format has a decent number of equipment, too.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Heroic Reinforcements
3.5 If you can curve out with this at the top, you usually win the game -- and even if thigns aren't going quite that smoothly, it usually results in a big turn.
Involuntary Employment
1.0 // 2.5 You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.