Doubling Season
0 This doesn't add to the board at all, and you very quickly need to start generating value from it to make that happen -- but there won't be decks in this format that can do that.
Good-Fortune Unicorn
3 Extra counters are great, but starting as a three mana 2/2 isn't.
Ajani's Pridemate
3 As usual, the Pridemate is a nice life gain payoff with a reasonable baseline.
Grappling Kraken
3 It's expensive, but it has a very strong landfall trigger. Once it's in play, each land you draw becomes a removal spell -- so you don't really care if you flood out.
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.
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.
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.
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.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
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.
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.
Pack 1 Pick 2: Bulk Up
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.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
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.
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.
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.
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.
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.
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.
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.
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.
Stab
4 This is super efficient removal that can often trade up.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 1 Pick 3: Think Twice
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 4: Helpful Hunter
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.
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.
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.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
Helpful Hunter
3.5 Two mana 1/1s that draw a card are also quality Limited cards, and there's no reason that won't be true here.
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.
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.
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.
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.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 1 Pick 5: Think Twice
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.
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.
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
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.
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.
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.
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.
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.
Wind-Scarred Crag
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 1 Pick 6: Firebrand Archer
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some 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.
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.
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.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 1 Pick 7: Self-Reflection
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.
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.
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.
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.
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.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 1 Pick 8: Thrill of Possibility
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
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.
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.
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 1 Pick 9: Fake Your Own Death
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.
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.
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.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
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.
Pack 1 Pick 10: Refute
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.
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.
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.
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.
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 1 Pick 11: Witness Protection
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.
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.
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.
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.
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.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 1 Pick 13: Imprisoned in the Moon
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.
Swiftfoot Boots
1 For this to be good, your creature already has to be great -- and in Limited that's not very likely.
Pack 1 Pick 14: Exsanguinate
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Pack 2 Pick 1: Curator of Destinies
Curator of Destinies
5 This is a huge flyer that can close out the game, and it also draws you a bunch of cards and loads the graveyard.
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.
Grappling Kraken
3 It's expensive, but it has a very strong landfall trigger. Once it's in play, each land you draw becomes a removal spell -- so you don't really care if you flood out.
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.
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.
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.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
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.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Pack 2 Pick 2: Arbiter of Woe
Tinybones, Bauble Burglar
2 // 3 On it's own, Tinybones can get some decent card advnatage with it's ability, but you probably need a few other discard spells to really feel like you got there with him.
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
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.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
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.
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.
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.
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.
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.
Pack 2 Pick 3: Icewind Elemental
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.
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.
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.
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.
Bake into a Pie
3.5 It's a little expensive but makes up for that in a big way with that food token.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
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.
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.
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.
Pack 2 Pick 4: Heroic Reinforcements
Essence Scatter
3 This is always a great counterspell. It's easy to cast and usually generates some serious tempo.
Reclamation Sage
0.5 This is a sideboard card because it won't have targets often enough against most decks.
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.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
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.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 2 Pick 5: Think Twice
Wildwood Scourge
2 This never feels like an efficient creature, and it doesn't exactly grow quickly.
Rune-Sealed Wall
1.5 Purely defensive creatures are rarely worth it in Limited, and while this can surveil, that's not enough upside.
Good-Fortune Unicorn
3 Extra counters are great, but starting as a three mana 2/2 isn't.
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.
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.
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.
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.
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.
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.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Pack 2 Pick 6: Banishing Light
Firespitter Whelp
2.5 Wind Drake stats aren't what they used to be, but the upside is enough to make this solid.
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.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
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.
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.
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.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Pack 2 Pick 7: Refute
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.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
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.
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.
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.
Pack 2 Pick 8: Incinerating Blast
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
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.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
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.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
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.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
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.
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.
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.
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.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
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.
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.
Pack 2 Pick 13: Firebrand Archer
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.
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.
Krenko, Mob Boss
4 Even without other Goblins, Krenko represents a serious threat because of his ability to generate tons of tokens.
Joust Through
3 It's narrow, but it's so efficient that I think that's acceptable.
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
Tragic Banshee
3 Morbid triggers that only do something once can be rough, as you just can't always find a way to make something day and then spend 5 mana on this. If you can it'll feel great, and it's nice that it can still kill an X/1 in a pinch.
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.
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.
Helpful Hunter
3.5 Two mana 1/1s that draw a card are also quality Limited cards, and there's no reason that won't be true here.
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Progenitus
0 There's no reliable way to cheat it into play in this format, so you'll never see it in play.
Pack 3 Pick 2: Extravagant Replication
Extravagant Replication
4 You have to wait a turn, which can be scary -- but after that it can help you run away with the game, since you'll get a copy of your best creature -- and it'll just keep doing it from there.
Grappling Kraken
3 It's expensive, but it has a very strong landfall trigger. Once it's in play, each land you draw becomes a removal spell -- so you don't really care if you flood out.
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.
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.
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.
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.
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.
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.
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.
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.
Thousand-Year Storm
0 It's very difficult to make this do anything in Limited. You just don't cast enough instants and sorceries in a single turn for it to go off.
Pack 3 Pick 3: Elvish Regrower
Brineborn Cutthroat
2 This has bad starting stats but there are enough cards with flash and instants in the set for it to grow.
Elvish Regrower
4 This is a great 2-for-1. That 4/3 body can even rumble pretty well.
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.
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.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
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.
Pack 3 Pick 4: Think Twice
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Affectionate Indrik
3 Adding this to the board while killing a 3/3 feels pretty good, though it does have limitations against larger creatures.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 6: Burglar Rat
Inspiring Call
1.5 You need a lot of creatures with counters for this to feel worth it, and while this format certainly has decks that can do it, having a baseline of being a blank card is brutal.
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.
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.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
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.
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.
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.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
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 3 Pick 7: Think Twice
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.
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.
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.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
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.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
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.
Pack 3 Pick 8: Burglar Rat
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.
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.
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
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.
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.
Pack 3 Pick 9: Thrill of Possibility
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.
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.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
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.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
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.
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 3 Pick 12: Imprisoned in the Moon
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.
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.
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.
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.