Monument to Endurance
1 // 4.5 If you have a critical mass of cycling/discard, this is a legitimate value engine and win condition. Most decks won't be able to reach that critical mass, though.
Molt Tender
3 This isn't as good as most one mana dorks because it typically won't be able to produce mana on turn two, but it does give you a nice mana boost on later turns, as well as fixing. And it can just set up graveyard stuff in general.
Foul Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Cloudspire Coordinator
4 A two mana 3/1 with Scry 2 is such a good starting point, and once this isn't needed for crewing or attacking, it'll start spitting out 1/1s.
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.
Veloheart Bike
2 If you're in the market for mana fixing and ramp, you could do worse. I'm just not sure how often you're going to want to play an understtated vehicle to gain access to that.
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.
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.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Migrating Ketradon
2.5 This is a solid top-end creature that is pretty good at helping you stabilize between the huge body, reach, and life gain.
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 1 Pick 2: Earthrumbler
Stock Up
2.5 This is a powerful draw spell for sure, but not adding to the board on turn three is pretty bad -- meaning this is more of a late game play.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
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.
Back on Track
2 This has some potential in this format, but the set up is a big deal and even with the Pilot tacked on you're not guaranteed to get your mana's worth.
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.
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.
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.
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.
Veloheart Bike
2 If you're in the market for mana fixing and ramp, you could do worse. I'm just not sure how often you're going to want to play an understtated vehicle to gain access to that.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
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.
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.
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.
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.
Canyon Vaulter
3 This is one of the best ways to crew or saddle, as sending things into the air is a massive upgrade for no mana, and it has a solid baseline too.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Spin Out
3 It's a little expensive and a little hard to cast, but it answers most things in this format.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
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.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
Tyrox, Saurid Tyrant
2 It's really good at crewing, and that's worth something in this format.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
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.
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.
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.
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.
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.
Molt Tender
3 This isn't as good as most one mana dorks because it typically won't be able to produce mana on turn two, but it does give you a nice mana boost on later turns, as well as fixing. And it can just set up graveyard stuff in general.
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.
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.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
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.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
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.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
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.
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.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
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.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
Crash and Burn
3 It's definitely not very efficient, but it's relatively easy to cast and can kill most things that matter in the format.
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.
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.
Road Rage
4 One mana for two damage is a great deal, and this will usually be doing 3+ by the mid to late game.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
Howler's Heavy
2.5 Cycling this is going to be "Plan A" most of the time since it generates a decent amount of value for the cost, and can even sometimes give you a 2-for-1. But, running this out as a 4-mana 3/4 when you have to is nice.
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.
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.
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.
Pack 1 Pick 8: Engine Rat
Amonkhet Raceway
1.5 Starting your engines early is good, but doing significant damage to your mana base isn't worth it, especially when the Max Speed upside is so mediocre.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
Lightwheel Enhancements
1.5 The buff might help you get in for a hit and raise your speed, but it's pretty mediocre overall. Once you get to max speed it gets kind of sweet, but it's less likely getting the buff out of the graveyard by that stage is relevant.
Foul Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Migrating Ketradon
2.5 This is a solid top-end creature that is pretty good at helping you stabilize between the huge body, reach, and life gain.
Pack 1 Pick 10: Engine Rat
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.
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.
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.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
Pack 1 Pick 13: Brightfield Mustang
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
Waxen Shapethief
3.5 A Flash clone is nice, although this one can only copy your stuff, so you won't always have something worth 4 mana to copy.
Greasewrench Goblin
3.5 This feels pretty good on one, and it's exhaust ability is sure to not only make it a more relevant creature later, but also reload your hand while potentially triggering discard payoffs.
Spell Pierce
0 Even with a lot of Vehicles in this set this counterspell is too narrow.
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.
Nesting Bot
3.5 Starting your engines on turn one is big, and the baseline here is excellent -- you always play a one mana 1/1 that leaves behind a 1/1.
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.
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.
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.
Pactdoll Terror
3 A 4-mana 3/4 that drains 1 life when it enters is kind of passable, and this has a much higher ceiling than that thanks to being an artifact and draining life for every other artifact too. It's a good way to get max speed.
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.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
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.
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.
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.
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.
Broadside Barrage
4 This kills most stuff while giving you a very nice loot.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
Howler's Heavy
2.5 Cycling this is going to be "Plan A" most of the time since it generates a decent amount of value for the cost, and can even sometimes give you a 2-for-1. But, running this out as a 4-mana 3/4 when you have to is nice.
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.
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.
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 2 Pick 3: Rangers' Aetherhive
Wretched Doll
2.5 This can crew stuff pretty well and the artifact type is reasonably important in Black. Having to pay mana to Surveil isn't ideal, though.
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.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
Lightwheel Enhancements
1.5 The buff might help you get in for a hit and raise your speed, but it's pretty mediocre overall. Once you get to max speed it gets kind of sweet, but it's less likely getting the buff out of the graveyard by that stage is relevant.
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.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
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.
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.
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.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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 2 Pick 4: Migrating Ketradon
Burnout Bashtronaut
3 Starting your engines on turn one is great, and this is very capable of getting you to max speed quickly thanks to Menace.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
Migrating Ketradon
2.5 This is a solid top-end creature that is pretty good at helping you stabilize between the huge body, reach, and life gain.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
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.
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.
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.
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 2 Pick 5: Thornwood Falls
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.
Gloryheath Lynx
4 The efficiency is incredible. You'd play this even if it couldn't be saddled, and if you can even get one Plains out of this you come out way ahead.
Bounce Off
2 You usually go down a card with this, but it does offer some nice tempo with the upside of occasionally blowing out a combat trick or a crewed vehicle.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
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.
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.
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: Venomsac Lagac
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.
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.
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.
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.
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.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
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 7: Molt Tender
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.
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.
Molt Tender
3 This isn't as good as most one mana dorks because it typically won't be able to produce mana on turn two, but it does give you a nice mana boost on later turns, as well as fixing. And it can just set up graveyard stuff in general.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
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.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
Thunderhead Gunner
2.5 It's a little expensive, but this ability is pretty nice even in a vacuum. It gets better in a set with lots of discard payoffs.
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 9: Pactdoll Terror
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.
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.
Pactdoll Terror
3 A 4-mana 3/4 that drains 1 life when it enters is kind of passable, and this has a much higher ceiling than that thanks to being an artifact and draining life for every other artifact too. It's a good way to get max speed.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
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.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Howler's Heavy
2.5 Cycling this is going to be "Plan A" most of the time since it generates a decent amount of value for the cost, and can even sometimes give you a 2-for-1. But, running this out as a 4-mana 3/4 when you have to is nice.
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.
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.
Pack 2 Pick 11: Jibbirik Omnivore
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.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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 2 Pick 12: Syphon Fuel
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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 2 Pick 13: Venomsac Lagac
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.
Venomsac Lagac
2.5 This can attack surprisingly well for most of the game, and it can of course always trade with anything. Particularly good with Run Over.
Pack 2 Pick 14: Lotusguard Disciple
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
Pack 3 Pick 1: Chandra, Spark Hunter
Chandra, Spark Hunter
4.5 The vehicles she makes aren't excellent at protecting her since you do need something around to crew them, but they certainly increase your chances of keeping her around. And that's good, because animating a vehicle every turn for free is big. Alternatively, her +2 can get you to her ultimate surprisingly quickly.
Trade the Helm
1 Exchange effects are bad in Limited because it's very difficult to set up an exchange where you come out ahead, since you're the one who spent mana and a card on it.
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.
Hour of Victory
2 Three mana 2/2 is bad, but in the late game this can potentially tutor up your best card.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Bounce Off
2 You usually go down a card with this, but it does offer some nice tempo with the upside of occasionally blowing out a combat trick or a crewed vehicle.
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.
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.
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.
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.
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.
Thunderhead Gunner
2.5 It's a little expensive, but this ability is pretty nice even in a vacuum. It gets better in a set with lots of discard payoffs.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
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 3 Pick 2: Afterburner Expert
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.
Afterburner Expert
5 This can easily become a 6/4, and it can also very easily return to the graveyard since green has so much Exhaust. This thing coming back even once is usually going to spell doom for your opponent. The value is just insane.
Howlsquad Heavy
4 This new take on Goblin Rabblemaster is pretty sweet, and great at helping you raise your speed. Keep in mind you can use those goblins to crew in situations where you don't want to attack with them.
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.
Gallant Strike
3 This has a target a decent chunk of the time, and when it does it's a great deal. When it doesn't, you can cycle it away.
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.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
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.
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.
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.
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.
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.
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.
Riverpyre 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.
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.
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.
Nesting Bot
3.5 Starting your engines on turn one is big, and the baseline here is excellent -- you always play a one mana 1/1 that leaves behind a 1/1.
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.
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.
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.
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.
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.
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.
Ooze Patrol
1.5 The floor here is a very bad creature, and the ceiling is a huge vanilla creature that still has a window where it is very vulnerable.
Aether Syphon
0 This is just too slow to ever be worthwhile. Drawing cards is nice, but not when you have to spend this much for it, and while it has Max Speed, it doesn't help you get it at all.
Gallant Strike
3 This has a target a decent chunk of the time, and when it does it's a great deal. When it doesn't, you can cycle it away.
Apocalypse Runner
2.5 This is a pretty clunky vehicle, but the activated ability can help you get max speed while also wreaking havoc on a race thanks to lifelink.
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.
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.
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.
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.
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.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
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 3 Pick 5: Grim Bauble
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.
Flood the Engine
2.5 This type of removal is never great because it's a little too expensive and a little too easy for your opponent to deal with.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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.
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.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
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.
Muraganda Raceway
1.5 As with the other start your engines! lands, this just isn't worth the hit to your mana base. You don't exactly need extra mana by the point you have Max Speed.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
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.
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 7: Loxodon 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.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
Howler's Heavy
2.5 Cycling this is going to be "Plan A" most of the time since it generates a decent amount of value for the cost, and can even sometimes give you a 2-for-1. But, running this out as a 4-mana 3/4 when you have to is nice.
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.
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.
Lightwheel Enhancements
1.5 The buff might help you get in for a hit and raise your speed, but it's pretty mediocre overall. Once you get to max speed it gets kind of sweet, but it's less likely getting the buff out of the graveyard by that stage is relevant.
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.
Risen Necroregent
3.5 If you're good at getting max speed, this can be great. Problem is, even decks that are really good at getting max speed won't have it consistently enough for this to be completely insane -- instead, it's merely very good.
Marauding Mako
1.5 // 3.5 This is a great payoff if you're in the Blue/Red deck, which will have lots of ways to trigger this. It's going to be a lot less impressive in other Red decks, though.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
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.
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.
Veloheart Bike
2 If you're in the market for mana fixing and ramp, you could do worse. I'm just not sure how often you're going to want to play an understtated vehicle to gain access to that.
Trade the Helm
1 Exchange effects are bad in Limited because it's very difficult to set up an exchange where you come out ahead, since you're the one who spent mana and a card on it.
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.
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.
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.
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.
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.
Pack 3 Pick 10: Pothole Mole
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
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.
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.
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.
Nesting Bot
3.5 Starting your engines on turn one is big, and the baseline here is excellent -- you always play a one mana 1/1 that leaves behind a 1/1.
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.
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.
Aether Syphon
0 This is just too slow to ever be worthwhile. Drawing cards is nice, but not when you have to spend this much for it, and while it has Max Speed, it doesn't help you get it at all.
Apocalypse Runner
2.5 This is a pretty clunky vehicle, but the activated ability can help you get max speed while also wreaking havoc on a race thanks to lifelink.
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 3 Pick 13: Loxodon Surveyor
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.