March of the World Ooze
4 This will make most boards way more impressive, and it even punishes your opponent for being able to remove it right away -- and they're going to want to, because it will often give you amazing attacks the turn you play it. It does ask you to have at least a few creatures, though.
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.
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.
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.
Veteran Beastrider
3 This has above-rate stats and works very nicely with lots of mounts and Vehicles, and it's activated ability can be good in the late game.
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.
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.
Spin Out
3 It's a little expensive and a little hard to cast, but it answers most things in this format.
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.
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.
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.
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.
The Aetherspark
4.5 This can augment creatures and rapidly gain loyalty to draw you cards, and importantly -- it's pretty well protected any time it's equipped to a creature
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.
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.
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.
Rangers' Refueler
3.5 It's great that this is an enabler and a payoff, so you can draw a card with it even without any other Exhaust, and you're going to have other Exhaust around, too.
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.
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.
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.
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.
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.
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.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
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 3: Greenbelt Guardian
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.
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.
Pacesetter Paragon
2.5 This doesn't have a great baseline, but any time it attacks you put your opponent in an ugly spot, provided they don't have interaction.
Greenbelt Guardian
3.5 This has a passable baseline, and a 5/5 that can gain trample is going to be relevant all game long.
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.
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.
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.
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.
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.
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.
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 4: Back on Track
Wild Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Broadside Barrage
4 This kills most stuff while giving you a very nice loot.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Bloodfell Caves
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 5: Deathless Pilot
Wickerfolk Indomitable
2 A 4-mana 4/3 is nothing special, but if you have a decent number of expendable artifacts and creatures, being able to trade them in for a 4/3 is solid.
Endrider Spikespitter
4 A 4-mana 3/4 with Reach is a passable baseline, and the max speed effect on this can win lots of games.
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.
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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
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.
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 6: Deathless Pilot
Pacesetter Paragon
2.5 This doesn't have a great baseline, but any time it attacks you put your opponent in an ugly spot, provided they don't have interaction.
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.
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.
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.
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.
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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Haunted Hellride
3 This attack trigger is really good, and the vehicle isn't too shabby.
Adrenaline Jockey
3 This has a decent baseline, and getting counters on it isn't a big challenge. Keep in mind the 4 damage ability is symmetrical, though.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
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.
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.
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.
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 1 Pick 8: Engine Rat
Adrenaline Jockey
3 This has a decent baseline, and getting counters on it isn't a big challenge. Keep in mind the 4 damage ability is symmetrical, though.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.
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.
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.
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 9: Howler's Heavy
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.
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.
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.
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.
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.
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.
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.
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.
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.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Pack 1 Pick 11: Scoured Barrens
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.
Pacesetter Paragon
2.5 This doesn't have a great baseline, but any time it attacks you put your opponent in an ugly spot, provided they don't have interaction.
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.
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 12: Bloodfell Caves
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
Bloodfell Caves
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 13: Scrap Compactor
Wickerfolk Indomitable
2 A 4-mana 4/3 is nothing special, but if you have a decent number of expendable artifacts and creatures, being able to trade them in for a 4/3 is solid.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Oviya, Automech Artisan
1.5 Oviya doesn't do enough to overcome her abyssmal stat-line. Her other abilities ask you to have things worth putting into play, and you'd be surprised how infrequently that's the case in Limited.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Zahur, Glory's Past
4 This gets the engines started early, it has good stats, and a nice sacrifice ability -- and once you get to max speed it turns into an insane value engine.
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.
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.
Skycrash
3.5 This will often have targets and just be a really good removal spell, and when it doesn't you can always cycle it.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
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.
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.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
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.
Boom Scholar
3 Reducing Exhaust costs is definitely relevant, and this has solid stats and a nice exhaust ability on top of that.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Thornwood Falls
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: Jungle Hollow
Adrenaline Jockey
3 This has a decent baseline, and getting counters on it isn't a big challenge. Keep in mind the 4 damage ability is symmetrical, though.
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.
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.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall 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.
Alacrian Jaguar
2 The base stats are bad, but it can very easily attack as a 6/6 with Vigilance, and that's not really a creature that can be ignored.
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.
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 7: Aetherjacket
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.
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.
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.
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.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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.
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.
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.
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.
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.
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 9: Deathless Pilot
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.
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.
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.
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.
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.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Pack 2 Pick 13: Camera Launcher
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.
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 2 Pick 14: 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.
Pack 3 Pick 1: Skyserpent Seeker
Oviya, Automech Artisan
1.5 Oviya doesn't do enough to overcome her abyssmal stat-line. Her other abilities ask you to have things worth putting into play, and you'd be surprised how infrequently that's the case in Limited.
Terrian, World Tyrant
1.5 I know the stat-line seems exciting, but it's just a big dumb creature that dies to a bunch of cheap removal. These days, you need a 5-drop to do something when it enters or dies to get around taht problem.
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.
Skyserpent Seeker
3.5 This can trade with anything and the Exhaust ability is a great way to make sure you have mana for your other Exhaust abilities.
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.
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.
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.
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.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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 2: Carrion Cruiser
Skyseer's Chariot
3 "Crew" is an activated ability, so you'll often have something in play to name when you play this. Sometimes you won't, but it's a decent vehicle on it's own.
Broadside Barrage
4 This kills most stuff while giving you a very nice loot.
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.
Wild Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Veteran Beastrider
3 This has above-rate stats and works very nicely with lots of mounts and Vehicles, and it's activated ability can be good in the late game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Bloodfell Caves
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 4: Wreckage Wickerfolk
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.
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.
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.
Plow Through
3 Neither of these modes is that good individually, but when you CAN destroy a vehicle or creature for one mana, it feels pretty good.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
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.
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.
Embalmed Ascendant
4 The baseline of three mana for a 1/2 and a 2/2 is a very good Magic card, and in the later game this can make combat impossible for your opponent.
Wild Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
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 3 Pick 7: Hellish Sideswipe
Air Response Unit
2.5 This is easy to crew and quite good on offense and defense.
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.
Adrenaline Jockey
3 This has a decent baseline, and getting counters on it isn't a big challenge. Keep in mind the 4 damage ability is symmetrical, though.
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.
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.
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 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.
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.
Pack 3 Pick 8: Camera Launcher
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.
Dune Drifter
2 It's hard to ever feel like you're getting a good deal with this, but by the mid-game it doesn't feel too bad.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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 10: Skyseer's Chariot
Skyseer's Chariot
3 "Crew" is an activated ability, so you'll often have something in play to name when you play this. Sometimes you won't, but it's a decent vehicle on it's own.
Wild Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
Bloodfell Caves
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 12: Spotcycle Scouter
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.