Koma, World-Eater
4.5 If this attacks there's a very good chance you get those 4 3/3 tokens, and Koma has a pretty good shot at attacking thanks to it's Ward and it's sheer size.
Vampire Gourmand
3.5 This is a strong sacrifice outlet since you get to replace the creature right away and get in for 2. It's good at enabling Raid, too.
Empyrean Eagle
3 An anthem for your flyers can be a powerful thing, helping you do tons of damage even when your opponent is building out their own board.
Needletooth Pack
3.5 This is a great Morbid trigger. Getting it once is plenty strong, and if you can set it up on other turns too, you're going to win.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
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.
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.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
Stab
4 This is super efficient removal that can often trade up.
Micromancer
1 // 3.5 You need to have two spells this can tutor up for it to be worth it, and if you get there -- you're going to be really happy with this card.
Felling Blow
3 This is a little bit clunky and you have to be careful about when you cast it -- but when the coast is clear, it's going to kill something and make your creature a better attacker at the same time.
Arbiter of Woe
2.5 You're going to need some fodder to make this really work out, but there's plenty of that in the format, and the enters trigger is pretty legit.
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.
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.
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.
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.
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.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
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.
Pack 1 Pick 3: Bigfin Bouncer
Snakeskin Veil
3 Always a great trick, it's solid in combat and great against removal. Spending one mana to win combat or blank a removal spell is a great feeling.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
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.
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.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
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.
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.
Bigfin Bouncer
3 Adding a 3/2 to the board and bouncing your opponent's best creature feels pretty nice -- although it can be a little rough against "enters" triggers.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Empyrean Eagle
3 An anthem for your flyers can be a powerful thing, helping you do tons of damage even when your opponent is building out their own board.
Pack 1 Pick 4: Elvish Regrower
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
Self-Reflection
1.5 It's tough to feel like you're getting your mana's worth, since you need an impressive creature to copy. Flashback does mean you get a 2-for-1 eventually, though.
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.
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.
Cathar Commando
2.5 This has a passable stat-line and Flash can allow it to trade up sometimes, and having disenchant in your main deck is 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.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
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.
Dragon Trainer
4 The rate here is great, and if you can recur the Trainer, things get out of hand in a hurry.
Pack 1 Pick 5: Dwynen's Elite
Revenge of the Rats
1 / 3.5 This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
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.
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.
Dwynen's Elite
2.5 This'll just be a two mana 2/2 reasonably often, but it'll also make a 1/1 token a decent chunk of the time, and if it always did that it would be a 4.0.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
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.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Pack 1 Pick 6: Heraldic Banner
Heraldic Banner
1.5 This is an awkward card, because you usually don't want to name the same color for both effects -- but you have no choice here.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
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.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
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.
Bushwhack
2.5 Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 1 Pick 7: Bushwhack
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
Bushwhack
2.5 Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
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.
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Wardens of the Cycle
3 Just getting the Morbid trigger once is enough to feel good about things, and that's good -- but don't expect to make this go off one very turn.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Abrade
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
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.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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.
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.
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.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Pack 1 Pick 12: Run Away Together
Self-Reflection
1.5 It's tough to feel like you're getting your mana's worth, since you need an impressive creature to copy. Flashback does mean you get a 2-for-1 eventually, though.
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.
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.
Pack 2 Pick 1: Micromancer
Time Stop
2.5 It's expensive, but close enough to Time Walk to be viable in most Blue decks.
Micromancer
1 // 3.5 You need to have two spells this can tutor up for it to be worth it, and if you get there -- you're going to be really happy with this card.
Infernal Vessel
4 You spend three mana for a 2/1 and a 4/3 -- that's an excellent deal, and usually a 2-for-1.
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
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.
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.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Affectionate Indrik
3 Adding this to the board while killing a 3/3 feels pretty good, though it does have limitations against larger creatures.
Pack 2 Pick 2: Bite Down
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?
Cat Collector
4 If this was 5-mana for a 3/2 that makes a 1/1 and gains you 3 life, you'd play that card happily -- and this has lots of upside beyond that.
Wildwood Scourge
2 This never feels like an efficient creature, and it doesn't exactly grow quickly.
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.
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.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
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.
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.
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.
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.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 3: Llanowar Elves
Lunar Insight
1.5 This has some nice extreme late game upside, but int he early game it's pretty close to a blank card.
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.
An Offer You Can't Refuse
0 One mana to counter a noncreature spell is great! Giving your opponent a huge mana boost, though? Not so much. You basically 2-for-1 yourself when you cast this.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
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.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
Zombify
2 It's rare for reanimation effects to be great in Limited, especially at 4+ mana. It's just tough to get your mana's worth.
Slumbering Cerberus
2 This is an early enabler for the Red/Green deck, and it can definitely swing hard for the cost -- but it also dies to pretty much everything.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
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.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
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.
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.
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.
Pack 2 Pick 5: Burnished Hart
Slumbering Cerberus
2 This is an early enabler for the Red/Green deck, and it can definitely swing hard for the cost -- but it also dies to pretty much everything.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 6: Thornwood Falls
Strongbox Raider
2.5 Triggering Raid on this makes it a very nice 2-for-1, but a 4-mana 5/2 is otherwise abyssmal.
Diregraf Ghoul
2 Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
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.
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.
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.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
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.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 7: Garruk's Uprising
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
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.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 8: Dwynen's Elite
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
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.
Dwynen's Elite
2.5 This'll just be a two mana 2/2 reasonably often, but it'll also make a 1/1 token a decent chunk of the time, and if it always did that it would be a 4.0.
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.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
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.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
Pack 2 Pick 9: Beast-Kin Ranger
Secluded Courtyard
0 This format doesn't have enough of a typal theme for this to ever make sense. It will rarely produce colored mana.
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.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 10: Juggernaut
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?
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.
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.
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.
Pack 2 Pick 11: Goblin Surprise
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.
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.
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.
Diregraf Ghoul
2 Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
Pack 3 Pick 1: Skyship Buccaneer
Phyrexian Arena
3 This really underperformed last time, but I'm cautiously optimistic. This format doesn't look crazy fast, and drawing an extra card every turn is a very big advantage.
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.
Dwynen, Gilt-Leaf Daen
3 The baseline here is solid and there are enough Elves in the format for this to buff a few of the creatures in your deck.
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.
Stroke of Midnight
0 This is never good. It's tempting to see it as efficient and flexible, but giving your opponent a 1/1 means you always end up behind. You really have to always be killing a huge bomb for that cost to be worth it, and that's not how it pans out.
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.
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.
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.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 2: Arcane Epiphany
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.
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Zombify
2 It's rare for reanimation effects to be great in Limited, especially at 4+ mana. It's just tough to get your mana's worth.
Guarded Heir
3.5 This is expensive, but it delivers what a 6-mana card could. It's virtually impossible for you to win the game the turn after you cast it, even when you're behind -- and it can pull you ahead if you're at parity.
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.
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.
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.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
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.
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.
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.
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.
Pack 3 Pick 3: Run Away Together
Fishing Pole
1.5 Turning one of your creatures into a 1/1 Fish factory can be good, but it's frequently better to attack with a creature than it is to mess with this.
Imprisoned in the Moon
1.5 This is flexible, but giving your opponent mana means that you can't really cast it early -- otherwise the downside can be monumental -- so it's really not that flexible.
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.
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.
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.
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.
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.
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
Pack 3 Pick 4: Mischievous Mystic
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.
Vampire Gourmand
3.5 This is a strong sacrifice outlet since you get to replace the creature right away and get in for 2. It's good at enabling Raid, too.
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.
Affectionate Indrik
3 Adding this to the board while killing a 3/3 feels pretty good, though it does have limitations against larger creatures.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Mischievous Mystic
4 This has good stats, and even if you only get one token out of it you're going to feel great.
Pack 3 Pick 5: Think Twice
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.
Revenge of the Rats
1 / 3.5 This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
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.
Stab
4 This is super efficient removal that can often trade up.
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.
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.
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.
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.
Diregraf Ghoul
2 Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
Goblin Negotiation
3 This is never going to feel like efficient removal, but being able to use this to add to the board in a big way too makes up for that a little bit.
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.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Thornwood Falls
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 3 Pick 7: Elementalist Adept
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
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.
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.
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.
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.
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.
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.
Clinquant Skymage
2 This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Stroke of Midnight
0 This is never good. It's tempting to see it as efficient and flexible, but giving your opponent a 1/1 means you always end up behind. You really have to always be killing a huge bomb for that cost to be worth it, and that's not how it pans out.
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.
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.
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.
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.
Pack 3 Pick 10: Witness Protection
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
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.
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.
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.
Fishing Pole
1.5 Turning one of your creatures into a 1/1 Fish factory can be good, but it's frequently better to attack with a creature than it is to mess with this.
Imprisoned in the Moon
1.5 This is flexible, but giving your opponent mana means that you can't really cast it early -- otherwise the downside can be monumental -- so it's really not that flexible.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
Pack 3 Pick 13: Rune-Sealed Wall
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
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.