Perilous Snare
4.5 This is a great removal spell, and once you have Max Speed it also turns into a pretty amazing value engine. A free counter every turn is massive.
Shefet Archfiend
1.5 // 3.0 If you're good at reanimating, this can be a pretty great target because of it's ability to add a real threat to the board while wiping a bunch of stuff away. 7 mana is too expensive to be what you pay for this all the time, though.
Earthrumbler
3 Green decks will be pretty good at setting this up so that you don't have to crew very often, and it hits like a truck.
Detention Chariot
4 Adding a big vehicle to the board while exiling your opponent's best creature or vehicle is a big swing, and you can even cycle this early when you need to. It's even possible to bring it back ahead of schedule.
Dracosaur Auxiliary
2.5 This isn't an ideally-sized creature for 6 mana, but saddling this is a pretty big deal as it can burn something out of the way often allowing it and other things to attack more effectively.
Chitin Gravestalker
2 We've never seen a creature that is this specific about graveyard contents be super good in Limited. It won't be cheap enough often enough to be a card you really want, even in graveyard decks.
Ride's End
3 Paying 5 for this is not what you want to be doing, but paying two is great. If you're an aggressive deck it's far less good, but it pulls it's weight in many decks.
Voyager Quickwelder
2.5 Reducing the cost of artifacts certainly comes up in this format, especially in Blue/White. But it is the kind of card you sort of need to get in play on turn three, or it has diminishing returns.
Guidelight Matrix
1.5 It's nice this replaces itself, because the effects it gives you are super mediocre. If you want to crew or mount vehicles/mounts, just play creatures.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Trip Up
3 This 4-mana removal spell always ends up playing pretty well since it's a nice 1-for-1 trade, and this comes with Cycling upside.
Loxodon Surveyor
2.5 A three mana 3/3 is still okay, and this one is reasonably likely to give you a 2-for-1 later in the game.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Thornwood Falls
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 2: Defend the Rider
Kalakscion, Hunger Tyrant
1 The power is super high, but that doesn't do much to keep this from dying to lots of one mana cards, and with no other upside -- plus a challenging mana cost -- it's not a card you should play very often.
Defend the Rider
2.5 This feels really good when it blanks removal or wins combat, and making a token with it isn't a bad failcase.
Roadside Blowout
3.5 Even if this always cost three mana it would be good, since you can get some nice tempo while drawing a card, so the fact this'll be one mana sometimes is really nice.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Point the Way
0 A Max Speed card that doesn't do anything to help you get there is super weird, and if you're spending your turn one not adding to the board and turn 4 grabbing some lands, you're probably going to lose.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Interface Ace
1.5 This set has lots of mounts and vehicles for sure, but this is still too one-dimensional. It basically can't do anything but crew and mount them, and I don't think that's enough.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Gastal Blockbuster
2.5 This can give itself up to destroy an artifact, and if you have expendable stuff around it feels even better. It doesn't always have a target, but it has one often enough to be decent.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Keen Buccaneer
3 Even if this was always 5-mana for a 3/4 with Vigilance that loots when it enters, it'd be solid -- and this is way better since you can pay in installments.
Ancient Vendetta
0 This type of card usually does nothing in Limited, and even when it does something, it isn't worth the mana or not adding to the board.
Fuel the Flames
2 This is usually purely a sideboard card because it's difficult to set it up so that it hurts your opponent more than you, but because it has Cycling you can have access to this powerful effect in your main deck without it weighing you down too much.
Memory Guardian
3 Even casting this for 4 feels pretty good, and if you can go lower it feels even better.
Syphon Fuel
2.5 This is never going to feel very efficient, and sometimes you have to trade down -- but it answers most things and the life gain can help offset the inefficiency.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Beastrider Vanguard
2 This is a decent two drop, and the ability might be a little more accessible than in most formats since there are several cards that produce mana for abilities. However, only hitting a land with the ability is a very real outcome.
Spotcycle Scouter
2.5 The Scry trigger is pretty nice on turn two, and while this isn't the most intimidating vehicle, it's big enough to trade off for something.
Prowcatcher Specialist
2 This won't feel that good on turn two, or on turn 4 when you can potentially buff it. But it never feels awful either.
Magmakin Artillerist
3 This is a nice way to raise your speed whether you cycle it or cast it, and it has a decent body.
Skybox Ferry
1.5 A 5-mana 4/4 flyer that is always a creature isn't what it used to be, and this has to be CREWED. Cycling helps a little, but not enough.
Transit Mage
0.0 // 3.0 If you have enough artifacts that cost 4 or 5, this'll feel pretty good. If you don't, you're not playing it.
Intimidation Tactics
2.5 This kind of disruption is great early, but drops off late. You can just cycle it once it's useless, though.
Voyager Quickwelder
2.5 Reducing the cost of artifacts certainly comes up in this format, especially in Blue/White. But it is the kind of card you sort of need to get in play on turn three, or it has diminishing returns.
Endrider Catalyzer
2.5 This doesn't have the most exciting Max Speed ability since by the time you get there it's unlikely you're desperate for mana. But it's a solid card by virtue of simply being a two drop with okay stats that can start your engines on turn two.
Stall Out
1.5 Without Cycling this would be close to unplayable since it involves going down a card for some tempo, making it only good when you're ahead.
Ripclaw Wrangler
2 The vehicle you get here is pretty bad, and while I like making my opponent discard, it's less good on a card this expensive that doesn't always add to the board. I'd much rather have it on a two mana 1/1.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Silken Strength
1.5 The risk isn't really worth the reward here. The buff is fairly small, and Reach isn't exactly the most exciting keyword.
Deathless Pilot
1.5 This is a fairly sub-par creature, and while returning to your hand can be nice, it's also just an effect you use when you have nothing better to do. Typically, you don't want to spend 6 mana to put a 2/2 in play.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
Hellish Sideswipe
3 There are enough expendable bodies and artifacts in the format for this to feel pretty good. Even giving up a vehicle isn't bad since it gets replaced.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Avishkar Raceway
1.5 Starting your engines as early as turn one can be nice, but it's not really worth damaging your mana base.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
Skystreak Engineer
2 This will never feel especially efficient, but it's nice that it feels fine on turn two and you can Exhaust it late to keep it relevant.
Ticket Tortoise
2 This crews and blocks decently enough, but it's the Treasure that is really intriguing here. Not only does it give you some mana and fixing, it can give you two artifacts for only two mana, something that many decks in the format are interested in.
Leonin Surveyor
3 This is hard to block for much of the game, which means it's good at building speed, and it often turns into a 2-for-1 in the late game.
Engine Rat
2.5 One mana 1/1s with death touch always punch above their weight-class, and this one even has some additional late game utility.
Scoured Barrens
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 6: Hulldrifter
Reckless Velocitaur
2 Hill Giant stats are bad, and while this Crew trigger is nice, the stuff it can crew can be crewed by lots of 2 drops in the format.
Intimidation Tactics
2.5 This kind of disruption is great early, but drops off late. You can just cycle it once it's useless, though.
Hulldrifter
3 This has pretty bad stats for a vehicle that is this hard to crew, but drawing two cards up front is definitely a big deal.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Chitin Gravestalker
2 We've never seen a creature that is this specific about graveyard contents be super good in Limited. It won't be cheap enough often enough to be a card you really want, even in graveyard decks.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Streaking Oilgorger
2 Even if this always had lifelink it wouldn't be insane, since the stat-line is pretty bad. Dying to lots of two mana card isn't where you want to be as a 5-drop.
Dynamite Diver
3 A one mana 1/1 that pings when it dies is a solid card in most Limited formats, and in this one it works especially nicely with Speed. Being able to crew above it's weight class is great too.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
Chitin Gravestalker
2 We've never seen a creature that is this specific about graveyard contents be super good in Limited. It won't be cheap enough often enough to be a card you really want, even in graveyard decks.
Broken Wings
2 This has enough targets in the format for this to be main deck material, but it'll still be kind of a medium removal spell.
Leonin Surveyor
3 This is hard to block for much of the game, which means it's good at building speed, and it often turns into a 2-for-1 in the late game.
Dynamite Diver
3 A one mana 1/1 that pings when it dies is a solid card in most Limited formats, and in this one it works especially nicely with Speed. Being able to crew above it's weight class is great too.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Mutant Surveyor
2.5 The buff effect helps gets this in on many boards, and the fact you can exile it from your graveyard means it has 2-for-1 potential. Alternatively, it can feel pretty good when it gets milled too.
Swiftwater Cliffs
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 8: Spotcycle Scouter
Roadside Assistance
3 This buff offers you some very real value upfront, as lifelink is a great way to shift a race in your favor. Throw in the fact that this gives you a token, and you can overcome most of the downsides Auras have.
Risky Shortcut
2.5 Making your opponent lose life while you draw cards is definitely a nice upgrade to this effect, and it helps with speed.
Spotcycle Scouter
2.5 The Scry trigger is pretty nice on turn two, and while this isn't the most intimidating vehicle, it's big enough to trade off for something.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Endrider Catalyzer
2.5 This doesn't have the most exciting Max Speed ability since by the time you get there it's unlikely you're desperate for mana. But it's a solid card by virtue of simply being a two drop with okay stats that can start your engines on turn two.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Blossoming Sands
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 9: Ride's End
Ride's End
3 Paying 5 for this is not what you want to be doing, but paying two is great. If you're an aggressive deck it's far less good, but it pulls it's weight in many decks.
Voyager Quickwelder
2.5 Reducing the cost of artifacts certainly comes up in this format, especially in Blue/White. But it is the kind of card you sort of need to get in play on turn three, or it has diminishing returns.
Guidelight Matrix
1.5 It's nice this replaces itself, because the effects it gives you are super mediocre. If you want to crew or mount vehicles/mounts, just play creatures.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Thornwood Falls
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 10: Brightfield Glider
Kalakscion, Hunger Tyrant
1 The power is super high, but that doesn't do much to keep this from dying to lots of one mana cards, and with no other upside -- plus a challenging mana cost -- it's not a card you should play very often.
Point the Way
0 A Max Speed card that doesn't do anything to help you get there is super weird, and if you're spending your turn one not adding to the board and turn 4 grabbing some lands, you're probably going to lose.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Ancient Vendetta
0 This type of card usually does nothing in Limited, and even when it does something, it isn't worth the mana or not adding to the board.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Magmakin Artillerist
3 This is a nice way to raise your speed whether you cycle it or cast it, and it has a decent body.
Ripclaw Wrangler
2 The vehicle you get here is pretty bad, and while I like making my opponent discard, it's less good on a card this expensive that doesn't always add to the board. I'd much rather have it on a two mana 1/1.
Deathless Pilot
1.5 This is a fairly sub-par creature, and while returning to your hand can be nice, it's also just an effect you use when you have nothing better to do. Typically, you don't want to spend 6 mana to put a 2/2 in play.
Winter, Cursed Rider
3.5 Winter's Exhaust ability can sweep the board to a degree, but keep in mind your opponent's creatures might also be artifact creatures.
Voyage Home
2 Even in this format it's going to be tough to have enough artifacts early enough for this to really do a good job.
Momentum Breaker
3 This feels best on turn two when you use it to kill your opponent's only creature and attack with your one drop to rapidly raise your speed, but it does have some pretty seriously diminishing returns thereafter.
Rise from the Wreck
1.5 // 3.0 If you're a graveyard-oriented deck with a good mix of Mounts and Vehicles, this'll be pretty good. It gets even better if you have a couple of vanilla creatures.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Skystreak Engineer
2 This will never feel especially efficient, but it's nice that it feels fine on turn two and you can Exhaust it late to keep it relevant.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Hazard of the Dunes
2.5 You're getting just about you should get for 4 mana, and in the late game it can become the biggest creature on the board.
Jungle Hollow
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 2: Mindspring Merfolk
Mindspring Merfolk
3 Not a lot of Merfolk in this set, but an Exhaust ability capable of drawing this many cards is pretty powerful.
Gastal Raider
2 This enters trigger is going to whiff a little too often, and the baseline creature is very bad.
Scrounging Skyray
1.5 // 4.0 This is an amazing discard/cycling payoff that can completely run away with the game, and you can't say that about most two drops. You do need lots of discard and cycling to get there, but it's very doable in Blue.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Pit Automaton
1.5 // 2.5 You can't really play this unless you've got a bunch of cycling and/or Exhaust, but even then this card's very one dimensional.
Broadside Barrage
4 This kills most stuff while giving you a very nice loot.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Dynamite Diver
3 A one mana 1/1 that pings when it dies is a solid card in most Limited formats, and in this one it works especially nicely with Speed. Being able to crew above it's weight class is great too.
Chitin Gravestalker
2 We've never seen a creature that is this specific about graveyard contents be super good in Limited. It won't be cheap enough often enough to be a card you really want, even in graveyard decks.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Scoured Barrens
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 3: Diversion Unit
Explosive Getaway
4 Sometimes you'll be able to save your best creature and destroy everything else, and that's great -- but 4 damage isn't quite enough to destroy everything on every board state.
Cloudspire Skycycle
3.5 As long as you have one other creature or vehicle, you're going to be happy with this enters trigger, and that's almost always going to be the case.
Rover Blades
1.5 This is too pretty bad cards stapled together. That's enough to make it somewhat playable, but most of the time you're cutting it.
Dredger's Insight
2.5 Recursive spells like this have played pretty well lately, and I don't have incidental life gain stapled to it.
Diversion Unit
3 This has a nice baseline as a two mana 2/1 flyer with nice typing, and sometimes it can help keep your bigger threats alive.
Trip Up
3 This 4-mana removal spell always ends up playing pretty well since it's a nice 1-for-1 trade, and this comes with Cycling upside.
Streaking Oilgorger
2 Even if this always had lifelink it wouldn't be insane, since the stat-line is pretty bad. Dying to lots of two mana card isn't where you want to be as a 5-drop.
Voyager Quickwelder
2.5 Reducing the cost of artifacts certainly comes up in this format, especially in Blue/White. But it is the kind of card you sort of need to get in play on turn three, or it has diminishing returns.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Wind-Scarred Crag
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 4: Interface Ace
Sundial, Dawn Tyrant
3 It's a vanilla creature, but it's got good stats, it's good at crewing, and it's an artifact -- and those last two things really matter in this format.
Caelorna, Coral Tyrant
0 This just isn't worth a card, high toughness or not. You don't want a card this one-dimensional.
Reckless Velocitaur
2 Hill Giant stats are bad, and while this Crew trigger is nice, the stuff it can crew can be crewed by lots of 2 drops in the format.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Grim Javelineer
2 This stat-line doesn't perform well in formats where there are multiple one mana ways to kill three drops, and while the attack trigger makes up for it to a degree, it doesn't do enough for this to be a card that always makes the cut.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Endrider Catalyzer
2.5 This doesn't have the most exciting Max Speed ability since by the time you get there it's unlikely you're desperate for mana. But it's a solid card by virtue of simply being a two drop with okay stats that can start your engines on turn two.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Interface Ace
1.5 This set has lots of mounts and vehicles for sure, but this is still too one-dimensional. It basically can't do anything but crew and mount them, and I don't think that's enough.
Hulldrifter
3 This has pretty bad stats for a vehicle that is this hard to crew, but drawing two cards up front is definitely a big deal.
Haunt the Network
3.5 The baseline is 5-mana for two 1/1 thopters and you drain your opponent 2 life. That's not good, but it's the baseline. Sometimes this will just end the game, and it will frequently turn the game on it's head.
Walking Sarcophagus
2 This gets your engine started pretty early, and that's where most of it's value comes from, because beyond that it's very mediocre.
Keen Buccaneer
3 Even if this was always 5-mana for a 3/4 with Vigilance that loots when it enters, it'd be solid -- and this is way better since you can pay in installments.
Deathless Pilot
1.5 This is a fairly sub-par creature, and while returning to your hand can be nice, it's also just an effect you use when you have nothing better to do. Typically, you don't want to spend 6 mana to put a 2/2 in play.
Mutant Surveyor
2.5 The buff effect helps gets this in on many boards, and the fact you can exile it from your graveyard means it has 2-for-1 potential. Alternatively, it can feel pretty good when it gets milled too.
Clamorous Ironclad
2 Casting this doesn't feel amazing, but there are board states where it's good. Cycling for only one mana really helps bail this out, though.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Thornwood Falls
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 6: Willowrush Verge
Bloodghast
2.5 It's nice it comes back for free so easily, but a 2/1 that can't block has limited uses in this Limited format.
Willowrush Verge
3 These offer excellent fixing which you can use to make your mana base more consistent in a two-color deck, or to help you splash.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
Leonin Surveyor
3 This is hard to block for much of the game, which means it's good at building speed, and it often turns into a 2-for-1 in the late game.
Goblin Surveyor
2.5 I don't love the stat-line, but trample + start your engines is a nice combination, and cashing this in for a card in mid to late game is very doable.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Guidelight Matrix
1.5 It's nice this replaces itself, because the effects it gives you are super mediocre. If you want to crew or mount vehicles/mounts, just play creatures.
Pride of the Road
2.5 The baseline is solid, and the max speed pay off is enough to make almost anything into a threat -- including the Pride itself.
Silken Strength
1.5 The risk isn't really worth the reward here. The buff is fairly small, and Reach isn't exactly the most exciting keyword.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Streaking Oilgorger
2 Even if this always had lifelink it wouldn't be insane, since the stat-line is pretty bad. Dying to lots of two mana card isn't where you want to be as a 5-drop.
Trip Up
3 This 4-mana removal spell always ends up playing pretty well since it's a nice 1-for-1 trade, and this comes with Cycling upside.
Walking Sarcophagus
2 This gets your engine started pretty early, and that's where most of it's value comes from, because beyond that it's very mediocre.
Night Market
2.5 This style of land is always good for your mana base, and adding Cycling to a land is always nice because it gives you some flood insurance.
Sundial, Dawn Tyrant
3 It's a vanilla creature, but it's got good stats, it's good at crewing, and it's an artifact -- and those last two things really matter in this format.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Keen Buccaneer
3 Even if this was always 5-mana for a 3/4 with Vigilance that loots when it enters, it'd be solid -- and this is way better since you can pay in installments.
Rugged Highlands
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 9: Voyage Home
Voyage Home
2 Even in this format it's going to be tough to have enough artifacts early enough for this to really do a good job.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Pack 2 Pick 10: Gearseeker Serpent
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Pit Automaton
1.5 // 2.5 You can't really play this unless you've got a bunch of cycling and/or Exhaust, but even then this card's very one dimensional.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Dynamite Diver
3 A one mana 1/1 that pings when it dies is a solid card in most Limited formats, and in this one it works especially nicely with Speed. Being able to crew above it's weight class is great too.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Pack 2 Pick 11: Voyager Quickwelder
Voyager Quickwelder
2.5 Reducing the cost of artifacts certainly comes up in this format, especially in Blue/White. But it is the kind of card you sort of need to get in play on turn three, or it has diminishing returns.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Wind-Scarred Crag
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 12: Glitch Ghost Surveyor
Caelorna, Coral Tyrant
0 This just isn't worth a card, high toughness or not. You don't want a card this one-dimensional.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Thornwood Falls
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Thunderous Velocipede
4.5 Getting lots of extra counters is a good way to gain a big advantage, and this can even rumble as a tramply vehicle when it has to.
Carrion Cruiser
3.5 This is going to give you a 2-for-1 most of the time, and help with other graveyard and artifact synergies.
Sabotage Strategist
2 If this can stick around, it's very powerful. But it is a horrible stat-line that means it can die to multiple one mana and two mana removal spells in the format, and that is just too big of a blowout for this to be anything special.
Shefet Archfiend
1.5 // 3.0 If you're good at reanimating, this can be a pretty great target because of it's ability to add a real threat to the board while wiping a bunch of stuff away. 7 mana is too expensive to be what you pay for this all the time, though.
Fang Guardian
2.5 This is a decent combat trick stapled to a creature, and it gives it some 2-for-1 potential, but I don't love the base stat-line.
Diversion Unit
3 This has a nice baseline as a two mana 2/1 flyer with nice typing, and sometimes it can help keep your bigger threats alive.
Nimble Thopterist
3.5 Blue creatures that make a token are very frequently the best Common in Limited, and this is definitely in the conversation. You get good stats for what you pay and the artifact upside is nice.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Hazard of the Dunes
2.5 You're getting just about you should get for 4 mana, and in the late game it can become the biggest creature on the board.
Grim Bauble
3.5 This just gives you so much for only a single mana. It kills something up front and then provides all the artifact, sacrifice, and graveyard synergy you could ask for.
Syphon Fuel
2.5 This is never going to feel very efficient, and sometimes you have to trade down -- but it answers most things and the life gain can help offset the inefficiency.
Swiftwater Cliffs
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 2: Salvation Engine
Salvation Engine
4 It's tough to crew, but in many decks it'll offer an immediate buff, and if it ever attacks you're going to be in an incredible position.
Racers' Scoreboard
1.5 Not adding to the board is very bad, and this Max Speed effect is rarely relevant in Limited.
Point the Way
0 A Max Speed card that doesn't do anything to help you get there is super weird, and if you're spending your turn one not adding to the board and turn 4 grabbing some lands, you're probably going to lose.
Alacrian Armory
1.0 // 2.5 This is a little bit too all on in the Mounts/Vehicles thing to consistently be good, but in the right deck it's a solid inclusion.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Mutant Surveyor
2.5 The buff effect helps gets this in on many boards, and the fact you can exile it from your graveyard means it has 2-for-1 potential. Alternatively, it can feel pretty good when it gets milled too.
Interface Ace
1.5 This set has lots of mounts and vehicles for sure, but this is still too one-dimensional. It basically can't do anything but crew and mount them, and I don't think that's enough.
Stampeding Scurryfoot
3.5 This is a very good Common. If it was always 5-mana for a 2/2 and a 3/3, you'd be pretty happy with that card -- but you can run this out on turn one and still have that upside for later in the game.
Starting Column
1.5 It's rare for mana rocks that cost 3 to be worth it in Limited, because you want to add to the board on turn three pretty badly. The Max Speed effect does mean it isn't always a dead card, but you won't always get there.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
Swiftwing Assailant
2 The baseline isn't very good, but if you're good at getting to max speed, it become a bit more palatable.
Cursecloth Wrappings
3.5 This is a bit slow, but it's absolutely a game-winning value engine when you have the time to use it.
Wastewood Verge
3 These offer excellent fixing which you can use to make your mana base more consistent in a two-color deck, or to help you splash.
Rocketeer Boostbuggy
3.5 This is just a ton of value for only two mana. Especially because it gives you mana back when it attacks.
Air Response Unit
2.5 This is easy to crew and quite good on offense and defense.
Skystreak Engineer
2 This will never feel especially efficient, but it's nice that it feels fine on turn two and you can Exhaust it late to keep it relevant.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Run Over
3.5 If this always cost two it would be a good card, but it will frequently only cost a single green, making it great. There's even a mount with death touch which makes for a particularly devastating combo.
Clamorous Ironclad
2 Casting this doesn't feel amazing, but there are board states where it's good. Cycling for only one mana really helps bail this out, though.
Collision Course
3 There are enough artifacts in the set for that mode to be useful pretty often, and when it isn't, you have a mediocre removal spell you can use.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Repurposing Bay
0 This is way too finnicky about what you sacrifice and what you can search up to ever be worth it in Limited. You just can't do something meaningful with this. Playing it is a good way to lose.
Gastal Thrillroller
3 This hits pretty hard on turn three, and the fact you can get it back later is certain to give your opponent a headache. It adds so much trample damage to the board that it can really alter races out of nowhere.
Air Response Unit
2.5 This is easy to crew and quite good on offense and defense.
Locust Spray
3 When this can kill something it feels great, and when it can't and you cycle it for a single Black mana, it's perfectly solid.
Dynamite Diver
3 A one mana 1/1 that pings when it dies is a solid card in most Limited formats, and in this one it works especially nicely with Speed. Being able to crew above it's weight class is great too.
Ride's End
3 Paying 5 for this is not what you want to be doing, but paying two is great. If you're an aggressive deck it's far less good, but it pulls it's weight in many decks.
Kickoff Celebrations
2 This is a Speed card that doesn't do much to help you get max speed, and Enchantment isn't a very useful type in this format. It's mostly just Tormenting Voice, which you play sometimes -- but certainly not all the time.
Mutant Surveyor
2.5 The buff effect helps gets this in on many boards, and the fact you can exile it from your graveyard means it has 2-for-1 potential. Alternatively, it can feel pretty good when it gets milled too.
Jibbirik Omnivore
2 You get an on-rate creature here, but it doesn't do a whole lot more. If you have Fang-Druid Summoner or Rise from the Wreck, it gets a little better.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Riptide Gearhulk
4.5 This straight up removes something when it enters, and double strike and prowess make this a complete nightmare in combat.
Kalakscion, Hunger Tyrant
1 The power is super high, but that doesn't do much to keep this from dying to lots of one mana cards, and with no other upside -- plus a challenging mana cost -- it's not a card you should play very often.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
Collision Course
3 There are enough artifacts in the set for that mode to be useful pretty often, and when it isn't, you have a mediocre removal spell you can use.
Goblin Surveyor
2.5 I don't love the stat-line, but trample + start your engines is a nice combination, and cashing this in for a card in mid to late game is very doable.
Hazard of the Dunes
2.5 You're getting just about you should get for 4 mana, and in the late game it can become the biggest creature on the board.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Grim Javelineer
2 This stat-line doesn't perform well in formats where there are multiple one mana ways to kill three drops, and while the attack trigger makes up for it to a degree, it doesn't do enough for this to be a card that always makes the cut.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Tranquil Cove
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 6: Spell Pierce
Spell Pierce
0 Even with a lot of Vehicles in this set this counterspell is too narrow.
Intimidation Tactics
2.5 This kind of disruption is great early, but drops off late. You can just cycle it once it's useless, though.
Fang-Druid Summoner
1.0 // 3.5 They put enough vanilla creatures in the set for this to actually tutor something up when you build around it. And if your'e getting the two mana 3/3 or the two mana 3/2, you're going to feel pretty good about it.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Jibbirik Omnivore
2 You get an on-rate creature here, but it doesn't do a whole lot more. If you have Fang-Druid Summoner or Rise from the Wreck, it gets a little better.
Hulldrifter
3 This has pretty bad stats for a vehicle that is this hard to crew, but drawing two cards up front is definitely a big deal.
Wreckage Wickerfolk
2.5 This is a solid two-drop. It's never goign to be a great creature, but the surveil helps improve draws in a big way while helping with graveyard synergy, and the artifact typing certainly matters.
Chitin Gravestalker
2 We've never seen a creature that is this specific about graveyard contents be super good in Limited. It won't be cheap enough often enough to be a card you really want, even in graveyard decks.
Point the Way
0 A Max Speed card that doesn't do anything to help you get there is super weird, and if you're spending your turn one not adding to the board and turn 4 grabbing some lands, you're probably going to lose.
Lagorin, Soul of Alacria
3.5 If this comes down on schedule it's going to snowball and potentially runaway with the game. It's less impressive late, but the fact it can put counters on any mounts and vehicles will mean it's still pretty relevant.
Pit Automaton
1.5 // 2.5 You can't really play this unless you've got a bunch of cycling and/or Exhaust, but even then this card's very one dimensional.
Ripclaw Wrangler
2 The vehicle you get here is pretty bad, and while I like making my opponent discard, it's less good on a card this expensive that doesn't always add to the board. I'd much rather have it on a two mana 1/1.
Keen Buccaneer
3 Even if this was always 5-mana for a 3/4 with Vigilance that loots when it enters, it'd be solid -- and this is way better since you can pay in installments.
Interface Ace
1.5 This set has lots of mounts and vehicles for sure, but this is still too one-dimensional. It basically can't do anything but crew and mount them, and I don't think that's enough.
Endrider Catalyzer
2.5 This doesn't have the most exciting Max Speed ability since by the time you get there it's unlikely you're desperate for mana. But it's a solid card by virtue of simply being a two drop with okay stats that can start your engines on turn two.
Dismal Backwater
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 8: Rangers' Aetherhive
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Rangers' Aetherhive
3.5 The Vehicle itself is pretty nice, and getting just one thopter out of this feels good, and it isn't hard to build around.
Avishkar Raceway
1.5 Starting your engines as early as turn one can be nice, but it's not really worth damaging your mana base.
Chitin Gravestalker
2 We've never seen a creature that is this specific about graveyard contents be super good in Limited. It won't be cheap enough often enough to be a card you really want, even in graveyard decks.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Wreckage Wickerfolk
2.5 This is a solid two-drop. It's never goign to be a great creature, but the surveil helps improve draws in a big way while helping with graveyard synergy, and the artifact typing certainly matters.
Carrion Cruiser
3.5 This is going to give you a 2-for-1 most of the time, and help with other graveyard and artifact synergies.
Shefet Archfiend
1.5 // 3.0 If you're good at reanimating, this can be a pretty great target because of it's ability to add a real threat to the board while wiping a bunch of stuff away. 7 mana is too expensive to be what you pay for this all the time, though.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Syphon Fuel
2.5 This is never going to feel very efficient, and sometimes you have to trade down -- but it answers most things and the life gain can help offset the inefficiency.
Pack 3 Pick 10: Alacrian Armory
Alacrian Armory
1.0 // 2.5 This is a little bit too all on in the Mounts/Vehicles thing to consistently be good, but in the right deck it's a solid inclusion.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Swiftwing Assailant
2 The baseline isn't very good, but if you're good at getting to max speed, it become a bit more palatable.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Collision Course
3 There are enough artifacts in the set for that mode to be useful pretty often, and when it isn't, you have a mediocre removal spell you can use.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Ride's End
3 Paying 5 for this is not what you want to be doing, but paying two is great. If you're an aggressive deck it's far less good, but it pulls it's weight in many decks.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Grim Javelineer
2 This stat-line doesn't perform well in formats where there are multiple one mana ways to kill three drops, and while the attack trigger makes up for it to a degree, it doesn't do enough for this to be a card that always makes the cut.