Tithe Taker
3.5 Most of this card’s value simply comes from being a 2-mana 2/1 with Afterlife 1, but making it harder for your opponent to interact with you on your turn is nice.
Sunder Shaman
3.5 This is hard to block effectively, and this format has enough artifacts and enchantments around that its ability to threaten those is a pretty big deal.
Windstorm Drake
2.5 A 5-mana 3/3 Flyer isn’t great, but this does buff your other flyers, and that does enough to make this a pretty reasonable playable in most Blue decks.
Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Skewer the Critics
4.0 This is often just one Red mana for a Sorcery-speed Lightning Bolt, and that’s amazing. Even if you could only ever pay 3 for this card, it would be premium removal, so the upside of only costing one Red really makes it an excellent card, and one of the best Commons in the set.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 2: Collision
Biogenic Upgrade
2.5 This can really help you close out a game, and is even pretty nice at just upgrading your board. And that’s a big deal, because if it was only good at winning you the game the turn you cast it, it would be far too narrow. Having a single copy of this at the top of your curve in both Gruul and Simic decks is pretty solid, though you don’t want to have more than that.
Collision
3.5 This card is a great example of how nice flexibility is! Being able to play a main deck Plummet effect is pretty sweet, and you definitely can here because the Colossus side is a pretty impressive combat trick that can allow for massive amounts of damage while also allowing your creature to win combat.
Gateway Sneak
3.0 Gate decks are real in this format, and this is a pretty powerful payoff, as getting in with this just nets you so much value. If you’re drawing more cards, you’re also more likely to find more Gates, too, which is likely to power many of your other cards.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 3: Blood Crypt
Blood Crypt
2.5 This offer some very nice fixing, and if you’re in the market for that they are definitely nice. They are worth taking any time you are splashing a color or they are in both of your colors.
Sphinx of the Guildpact
2.0 You’re usually hoping for more than a 5/5 Flyer when you spend 7 mana, and luckily this does come with a fairly useful ability. It can blank a significant number of removal spells in the format. Of course, this format also has lots of multicolored removal spells, so it isn’t exactly unkillable either.
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 4: Skewer the Critics
Silhana Wayfinder
2.0 This just give you some card selection. And, that’s nice – but it is something people tend to overrate. The difference between drawing a card and putting one on top of your library is massive. This is a fine card, but don’t overrate it.
Smelt-Ward Ignus
1.5 This has mediocre stats and an ability that is just way too costly and narrow. But, it isn’t a complete disaster if you have to play it.
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Skewer the Critics
4.0 This is often just one Red mana for a Sorcery-speed Lightning Bolt, and that’s amazing. Even if you could only ever pay 3 for this card, it would be premium removal, so the upside of only costing one Red really makes it an excellent card, and one of the best Commons in the set.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 5: Spear Spewer
Spire Mangler
2.5 You know, this card looks like it would do a ton, but it is significantly less impressive than it looks. It is a solid card for sure, but you don’t often find a way to really leverage that +2/+0 into much additional value. First, restricting it to flyers really hurts. Mostly, it helps you chip in for more damage, or make a 1-for-1 trade. Keep in mind it can target itself, so if you want to flash it in to kill an attacking X/4, it can do that.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 6: Frenzied Arynx
Sphinx of the Guildpact
2.0 You’re usually hoping for more than a 5/5 Flyer when you spend 7 mana, and luckily this does come with a fairly useful ability. It can blank a significant number of removal spells in the format. Of course, this format also has lots of multicolored removal spells, so it isn’t exactly unkillable either.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 7: Gravel-Hide Goblin
Sentinel's Mark
2.5 This thing really overperforms. If you can flash it in and use it like a combat trick, that tends to feel pretty good, and if you play it during your main phase for Addendum, it also feels pretty nice.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Pack 1 Pick 9: Feral Maaka
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 10: Biogenic Upgrade
Biogenic Upgrade
2.5 This can really help you close out a game, and is even pretty nice at just upgrading your board. And that’s a big deal, because if it was only good at winning you the game the turn you cast it, it would be far too narrow. Having a single copy of this at the top of your curve in both Gruul and Simic decks is pretty solid, though you don’t want to have more than that.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Pack 1 Pick 11: Burning-Tree Vandal
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Pack 1 Pick 12: Stony Strength
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Pack 1 Pick 13: Burn Bright
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Pack 1 Pick 14: Gruul Locket
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Tithe Taker
3.5 Most of this card’s value simply comes from being a 2-mana 2/1 with Afterlife 1, but making it harder for your opponent to interact with you on your turn is nice.
Senate Guildmage
4.0 I think this is the best of the Guildmages in this set. Both of its abilities are pretty nice, and easily usable. You end up just having a random mana around a lot in Limited! You can gain life if you really need to stabilize, or you can dig deeper in your deck if you need to find removal or press your advantage.
Archway Angel
3.5 Gate decks are pretty real in this format, and Archway Angel is one of the best payoffs, as it can come down, giving you a significant body, and gain you enough life to stabilize in many cases.
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 2: Ravager Wurm
Ravager Wurm
5.0 This is a bomb. As usual with Riot, the +1/+1 counter option tends to be the better one, but its nice having the Haste option! It also has the modal ETB ability, and the obvious choice there most of the time is to go with the fight effect, as it allows you to kill something and add to the board at the same time. If you go with the +1/+1 counter, you’ve got a 5/6, and that can fight and kill almost anything in the format while also surviving! The other ability will almost never come up in Limited, but that doesn’t matter!
Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Orzhov Enforcer
3.5 Now THIS is a death toucher. It can trade with anything as a two mana card, and it even leaves behind a very relevant 1/1 Flyer that can really matter all game long.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 3: Scorchmark
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Ministrant of Obligation
4.0 This is just an amazing rate. A 3-mana 2/1 can trade decently enough, and if you can do that and leave two 1/1 flyers behind, you’re going to feel pretty great.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 4: Rubblebelt Recluse
Wilderness Reclamation
0.0 This was a famously powerful card in constructed – in Limited, it is pretty much unplayable. You just won’t have anything to do with all the mana it gives you, even in a format with Adapt. Basically, you end up going down a card for no effect at all if you play this.
Gyre Engineer
3.0 This is incredibly fragile, and you’ll find it often dies to a very cheap removal spell before you untap with it. But if you do untap, you get a pretty nice mana boost.
Regenesis
1.5 Getting two things back from your graveyard can be nice, but 5 mana is a big cost to pay, even at Instant speed.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 5: Sauroform Hybrid
Carnival
2.5 There are enough X/1s in the format that Carnival can do some stuff. Carnage can be pretty nice when your opponent has the cards to hit with it.
Scrabbling Claws
0.5 This is mostly a sideboard card to bring in against graveyard decks, and there aren’t really that many of those in this format anyway.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 6: Ghor-Clan Wrecker
Mirror March
0.0 Yeah, you don’t want to put your games in the hands of a coin-flipping Enchantment that costs 6 mana and likely won’t do anything until you untap the next turn anyway.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 7: Sunder Shaman
Sphinx of New Prahv
3.5 This has nice stats that can win the game on its own, and it is a little harder to kill than it looks at first glance thanks to its ability.
Sunder Shaman
3.5 This is hard to block effectively, and this format has enough artifacts and enchantments around that its ability to threaten those is a pretty big deal.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 8: Wrecking Beast
Drill Bit
1.0 Most spells that are just 1-for-1 discard effects aren’t great in Limited. If you could always cast this for a single Black mana it would be pretty nice, but it will cost 3 mana way too often to be worth it in most cases.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Pack 2 Pick 9: Scuttlegator
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 10: Stony Strength
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 11: Storm Strike
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Pack 2 Pick 12: Regenesis
Wilderness Reclamation
0.0 This was a famously powerful card in constructed – in Limited, it is pretty much unplayable. You just won’t have anything to do with all the mana it gives you, even in a format with Adapt. Basically, you end up going down a card for no effect at all if you play this.
Regenesis
1.5 Getting two things back from your graveyard can be nice, but 5 mana is a big cost to pay, even at Instant speed.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Pack 2 Pick 13: Burn Bright
Scrabbling Claws
0.5 This is mostly a sideboard card to bring in against graveyard decks, and there aren’t really that many of those in this format anyway.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Pack 2 Pick 14: Junktroller
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Pack 2 Pick 15: Saruli Caretaker
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Pack 3 Pick 1: Biogenic Ooze
Biogenic Ooze
5.0 This is a great bomb. If it is allowed to come in play and is left unchecked, It will quickly populate the board with massive Oozes. What really makes it nice, though, is that no matter what you’re going to get at least some value out of it. Even if your opponent kills it right away, you’re going to have a single 2/2 Ooze – which usually means you’re looking at a 2-for-1. So, the floor here is that this is a nice 2-for-1, and the ceiling is that it wins you the game.
Clan Guildmage
3.0 This guildmage might be the most underwhelming of the group, but its still pretty good! One problem is that both of the abilities kind of do the same thing, so it isn’t as flexible as the others. Turning off a blocker can really allow you to get in for huge damage, and animating a land for a turn can do that too.
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Clear the Stage
3.0 5-mana for -3/-3 isn’t very good, but if you have a few creatures with 4 or more power in your deck, it becomes pretty impressive, as killing something and getting the best creature back from the graveyard is a big deal.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 2: Gruul Spellbreaker
Gruul Spellbreaker
4.0 This is an excellent and efficient creature, and one that your opponent has no hope of interacting with on your turn. Its nice to know that you can use tricks and stuff on the Spellbreaker and know with certainty things will go your way!
Rakdos Firewheeler
3.5 A 4-mana 4/3 that kills a small creature and shocks the opponent is always a great deal!
Gruul Beastmaster
2.5 This can add a bunch of damage to the board out of nowhere if you choose Haste. And, that’s what you’ll be choosing when your opponent’s shields are down. If your opponent is able to block more effectively, you can just go with the counter, and wait until your next turn to attack. Both occurrences are solid.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 3: Rubblebelt Runner
Tower Defense
0.0 This is mostly just a really fancy version of Fog, something that is just never worth it in Limited. You don’t want to go down a card just to buy yourself a single turn in this format.
Clamor Shaman
3.5 This thing is incredible if you’re an aggro deck. As always, making something unable to block is a big deal, and can often really open the floodgates on your opponent. Because of Riot, the Shaman can swing right away, and really alter the race. If she can’t attack your opponent does get a window to kill her, but making her a 2/2 and swinging on the next turn still feels pretty good.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 4: Zhur-Taa Goblin
Mirror March
0.0 Yeah, you don’t want to put your games in the hands of a coin-flipping Enchantment that costs 6 mana and likely won’t do anything until you untap the next turn anyway.
Knight of the Last Breath
2.0 This is mostly too clunky. A 7-mana 4/4 is just bad, even if it does leave behind three 1/1 tokens and the ability to generate more tokens. It isn’t unplayable, but you’ll find yourself cutting it a lot.
Zhur-Taa Goblin
3.5 This is either a two mana 3/3, or a two mana 2/2 with Haste, and both options are very appealing.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Imperious Oligarch
3.5 This has nice base stats and comes with the very nice Afterlife mechanic. Two mana for a 2/1 with Vigilance and a 1/1 Flyer is a pretty great deal, even if you aren’t getting them both at the same time.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 5: Pitiless Pontiff
Incubation
2.0 This isn’t as impressive as the rest of this cycle. Both sides can be nice in certain situations, but even when you have both options, neither ends up feeling too great a big chunk of the time. Paying one to get a bit of card selection isn’t great, and neither is paying 3 to kill something and give its controller a 3/3. This is certainly playable, but not remotely impressive.
Macabre Mockery
1.5 Most cards that are just temporary reanimation spells don’t tend to be very good, and that’s pretty much the case here. Sure, you can get something back and get a big swing in sometimes, but what you get often isn’t worth the card you spend.
Pitiless Pontiff
4.0 This thing is a nightmare to play against if you don’t have any Flyers. It will kill virtually anything it tangles with in combat. Deathtouch and indestructible is a nasty combination. And yeah, you do have to give up a creature to make that happen, but Orzhov has plenty of expendable creatures thanks to Afterlife.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 6: Frenzied Arynx
Dagger Caster
2.0 This can sometimes come down and kill some stuff, but most of the time it feels like it just pings the opponent for one damage. It is pretty sweet to combine with Bladebrand, though!
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 7: Rumbling Ruin
Screaming Shield
0.0 Mill sometimes work as a strategy in this format, but this is a really clunky way to go about it.
Rumbling Ruin
3.5 If you’re in Gruul, this 6-mana 6/6 can often come down and turn off a number of blockers, which will often allow your creatures who already in play to get in for some significant damage. It won’t always get to do its thing, but this has a floor of a vanilla 6-mana 6/6 and a very impressive ceiling.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Pack 3 Pick 8: Concordia Pegasus
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 9: Burning-Tree Vandal
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Pack 3 Pick 10: Wrecking Beast
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Pack 3 Pick 11: Clamor Shaman
Tower Defense
0.0 This is mostly just a really fancy version of Fog, something that is just never worth it in Limited. You don’t want to go down a card just to buy yourself a single turn in this format.
Clamor Shaman
3.5 This thing is incredible if you’re an aggro deck. As always, making something unable to block is a big deal, and can often really open the floodgates on your opponent. Because of Riot, the Shaman can swing right away, and really alter the race. If she can’t attack your opponent does get a window to kill her, but making her a 2/2 and swinging on the next turn still feels pretty good.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Pack 3 Pick 12: Rampaging Rendhorn
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Pack 3 Pick 13: Act of Treason
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Pack 3 Pick 14: Ghor-Clan Wrecker
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Pack 3 Pick 15: Burn Bright
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.