Valgavoth's Onslaught
5 If you pay 5 total mana you get two 4/4s with big upside. That's insane, and it only gets better from there.
Leyline of Mutation
0 This gives your cards an alternate cost that you can never pay. 'nough said.
Duskmourn's Domination
2 Mind Controls are usually pretty insane, but they really made sure this one wouldn't be. You can look at this as a 6-mana removal spell that gives you a barely relevant piece of material -- like a 1/4 with no abilities, or something like that.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Sporogenic Infection
3 This is a pretty weird take on an edict effect. You have some control over it, since the creature it gets put on can't be sacrificed -- and you can even put it on your own creature if your opponent only has one. But it definitely removes something and then gives you a ltitle upside beyond that.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Boilerbilges Ripper
2 You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Monstrous Emergence
4 This is a super pushed Green removal spell, since it takes away all the downsides bite/fight cards usually have. For one thing, your opponent can't blow you out. For another, even if you dont' have a big enough creature in play, you probably have one in your hand that can do the job.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Pack 1 Pick 2: Altanak, the Thrice-Called
Altanak, the Thrice-Called
3 It's a lot of mana, but it's castable and it's basically always going to be a 2-for-1.
Osseous Sticktwister
4 This has a nice baseline and major upside. The Delirium trigger is legit. While the first one might not hurt your opponent too much, after that, the choices are going to be tough to make.
Orphans of the Wheat
2 I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Vanish from Sight
2.5 This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Glassworks
4 Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Pack 1 Pick 3: Broodspinner
Broodspinner
4 This is great when you play it on two, and the ability is a game-winner in the late game.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Overgrown Zealot
3 This offers good fixing and works well with manifest, but it's a pretty bad top-deck.
Intruding Soulrager
2.5 This is kind of awkward. There are lots of doors that won't be worth sacrificing, but when this does have one that is worth it, it'll feel pretty good.
Bashful Beastie
2.5 A 5-mana 5/4 that dies into a 2/2 token is solid, and this is significantly better than that.
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Killer's Mask
3.5 This is a three mana 2/2 Menace with massive upside because of Manifest Dread, and because a Menace equipment is a decent thing to have around.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Unable to Scream
1 This style of removal is always bad, no mattter how efficient it looks. This is because you don't actually trade 1-for-1, since they hold on to their creature and can still do stuff with it -- like block.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
Moldering Gym
2.5 Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 5: Defiled Crypt
Get Out
2.5 This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
Moldering Gym
2.5 Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Cryptid Inspector
3 This isn't very hard to grow, especially in Blue/Green, and having Vigilance makes it both a brick wall and a great attacker.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Pack 1 Pick 6: Spectral Snatcher
Paranormal Analyst
1.5 // 4.0 This is an insane Manifest Dread build around, as it turns every manifest into a 2/2 that draws you a card - - and there's plenty of manifest.
Rite of the Moth
3 There are lots of good reanimation targets in this format, especially in Black-White, and loading your graveyard and discarding things isn't too challenging.
Vanish from Sight
2.5 This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Spectral Snatcher
2.5 This is tough to kill without your opponent 2-for-1ing themselves, and the fact you can cycle it away early for a Swamp and reanimate it is pretty great for Black/white decks.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Pack 1 Pick 7: Wary Watchdog
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
Pack 1 Pick 8: Fanatic of the Harrowing
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Shrewd Storyteller
3.5 This trigger is great because it can allow you to snowball with Survival creatures, as if they keep growing, they can keep attacking. So, whether you put the counter on the Storyteller or something else, it's going to feel pretty good.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Duskmourn's Domination
2 Mind Controls are usually pretty insane, but they really made sure this one wouldn't be. You can look at this as a 6-mana removal spell that gives you a barely relevant piece of material -- like a 1/4 with no abilities, or something like that.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Pack 1 Pick 10: Winter's Intervention
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 11: Haunted Screen
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Pack 1 Pick 13: Found Footage
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Pack 2 Pick 1: Final Vengeance
Waltz of Rage
5 It'll be pretty easy to turn this into a wrath that kills everything but your best creature -- while helping you replace your creatures that died! That's pretty insane.
Niko, Light of Hope
5 This is a three-for-1 upfront -- and one that triggers eerie twice. Niko's activated ability isn't always useful, but it's upside on a card that's alredy excellent.
Sawblade Skinripper
3.5 This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
Paranormal Analyst
1.5 // 4.0 This is an insane Manifest Dread build around, as it turns every manifest into a 2/2 that draws you a card - - and there's plenty of manifest.
Shrewd Storyteller
3.5 This trigger is great because it can allow you to snowball with Survival creatures, as if they keep growing, they can keep attacking. So, whether you put the counter on the Storyteller or something else, it's going to feel pretty good.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Pack 2 Pick 2: Coordinated Clobbering
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
Coordinated Clobbering
4 This would be good in a set without the survival mechanic -- in a set where tapping your creatures can come with extra value, it's pretty insane.
Infernal Phantom
3.5 This is a nightmare for your opponent to interact with since even without Eerie it's going to be able to frequently 2-for-1 your opponent, and with eerie, it gets even sillier.
Moldering Gym
2.5 Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Meat Locker
3 Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Stay Hidden, Stay Silent
3 This is pretty good removal even without the activated ability, but that ability is great because it gives you a mana sink late that lets you add to the board.
Pack 2 Pick 3: Altanak, the Thrice-Called
Fear of Burning Alive
2.5 // 4.0 If this always does 4 to your opponent and 4 to one of their creature's, it's a bomb. I think you'll get delirium often enough, especially in Red-Green, for it to perform really, really well.
Altanak, the Thrice-Called
3 It's a lot of mana, but it's castable and it's basically always going to be a 2-for-1.
Sporogenic Infection
3 This is a pretty weird take on an edict effect. You have some control over it, since the creature it gets put on can't be sacrificed -- and you can even put it on your own creature if your opponent only has one. But it definitely removes something and then gives you a ltitle upside beyond that.
Meat Locker
3 Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
Glassworks
4 Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
Bashful Beastie
2.5 A 5-mana 5/4 that dies into a 2/2 token is solid, and this is significantly better than that.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Pack 2 Pick 4: Sporogenic Infection
Leyline of the Void
0 Even in a graveyard set, this isn't worth it. Limited decks aren't focused enough for this to legitimatley shut any of them down. It's not worth the card.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
Sporogenic Infection
3 This is a pretty weird take on an edict effect. You have some control over it, since the creature it gets put on can't be sacrificed -- and you can even put it on your own creature if your opponent only has one. But it definitely removes something and then gives you a ltitle upside beyond that.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 5: Manifest Dread
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Growing Dread
3.5 Two mana for a 2/2 with flash and additional upside is great, and when you choose to manifest creatures this gives you a big bonus.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
Greenhouse
1 Neither side affects the board, and Greenhouse is almost entirely irrelevant. The Gazebo is an overcosted draw spell.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
Pack 2 Pick 7: Dashing Bloodsucker
Dashing Bloodsucker
3 This will often be a 4/5 with lifelink on your turn and that's a very problematic body for your opponent -- and sometimes it'll be a 6/5 or bigger.
Cathartic Parting
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, and shuffling your stuff back into your library can have real value too.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Pack 2 Pick 8: Innocuous Rat
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Slavering Branchsnapper
2 This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
Pack 2 Pick 9: Strangled Cemetery
Sawblade Skinripper
3.5 This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 10: Grasping Longneck
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 11: Balemurk Leech
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Pack 2 Pick 13: Grab the Prize
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Nashi, Searcher in the Dark
3.5 If he gets in, you're going to be pretty happy no matter what the outcome of his combat damage trigger is. The problem is a two mana 2/2 menace probably isn't getting in after the early game.
The Mindskinner
1.5 It's temping to look at this and think "I'm going to kill my opponent in three swings and they can't block it!" but there are some significant problems here. The first of these is the mana -- it's going to be very difficult to actually run this out on turn three, and turn four or five is even a challenge in Limited. Triple Blue is tough. It also only has 1 toughness so it dies to literally everything, and then even once you do get it in play it effectively doesn't impact the board for several turns -- and you may even give your opponent delirium or a reanimation target on accident. I think it will defniitely win some games, but it's going to lose you the game pretty often too.
Orphans of the Wheat
2 I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
Broodspinner
4 This is great when you play it on two, and the ability is a game-winner in the late game.
Get Out
2.5 This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Cryptid Inspector
3 This isn't very hard to grow, especially in Blue/Green, and having Vigilance makes it both a brick wall and a great attacker.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Ragged Playmate
2 This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
Pack 3 Pick 2: Defiant Survivor
The Jolly Balloon Man
4 These tokens mean business, and with all of the ETB and death triggers these days, rebuying those won't be hard.
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Defiant Survivor
3.5 The stat-line here isn't great, but this is probably the strongest survival trigger on any Common or Uncommon in the set. Triggering it even once is incredible.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Pack 3 Pick 3: Threats Around Every Corner
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Ethereal Armor
2 If you're in an Enchantment heavy deck this can perform fairly well, although it's still risky like all auras are.
Threats Around Every Corner
4 This gives you three pieces of material on the cheap, between the 2/2, the enchantment itself, and the land. And you can even get more lands later!
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Pack 3 Pick 4: House Cartographer
Skullsnap Nuisance
3 The stat-line's solid, and you're definitely going to load your graveyard and smooth out your draws with this trigger.
House Cartographer
3 This Survival trigger is a great way to avoid missing a land drop, and it can fix your mana too.
Ethereal Armor
2 If you're in an Enchantment heavy deck this can perform fairly well, although it's still risky like all auras are.
Vengeful Possession
1.5 // 3.5 If you're Black/Red, this is going to be one of the best cards in your deck since you can steal an opposing creature and sacrifice it.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
Pack 3 Pick 5: Wary Watchdog
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Greenhouse
1 Neither side affects the board, and Greenhouse is almost entirely irrelevant. The Gazebo is an overcosted draw spell.
Killer's Mask
3.5 This is a three mana 2/2 Menace with massive upside because of Manifest Dread, and because a Menace equipment is a decent thing to have around.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Cathartic Parting
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, and shuffling your stuff back into your library can have real value too.
Infernal Phantom
3.5 This is a nightmare for your opponent to interact with since even without Eerie it's going to be able to frequently 2-for-1 your opponent, and with eerie, it gets even sillier.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Pack 3 Pick 7: Monstrous Emergence
Orphans of the Wheat
2 I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Monstrous Emergence
4 This is a super pushed Green removal spell, since it takes away all the downsides bite/fight cards usually have. For one thing, your opponent can't blow you out. For another, even if you dont' have a big enough creature in play, you probably have one in your hand that can do the job.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 8: Fear of the Dark
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Pack 3 Pick 9: Fear of Immobility
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Ragged Playmate
2 This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
Pack 3 Pick 10: Resurrected Cultist
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Resurrected Cultist
1.5 A 4/1's not great, and being able to bring it back once doesn't really make up for that.
Pack 3 Pick 11: Give In to Violence
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Skullsnap Nuisance
3 The stat-line's solid, and you're definitely going to load your graveyard and smooth out your draws with this trigger.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Pack 3 Pick 13: Fear of the Dark
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.