Sita Varma, Masked Racer
3.5 This ability is pretty tough to play against once your opponent has a bunch of mana, as it can make the board way scarier. Problem is, you do need a decent amount of mana before she's really a threat.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Mimeoplasm, Revered One
3 Once you are exiling two cards, this is a 5-mana 6/6 -- and it kind of scales from there, while maintaining the upside of transforming into the creatures it copies. It takes real set up, though, and it's pretty bad when you pay 1 for X.
Spire Mechcycle
3.5 This looks very easy to Exhaust in Red. Provided you have another vehicle or mount, this will be a 5-mana 6/5 with Haste -- and if you have more than that (which is very possible) it'll be even bigger.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
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.
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.
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.
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.
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.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
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.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
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.
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.
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 4: Pothole Mole
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.
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.
Air Response Unit
2.5 This is easy to crew and quite good on offense and defense.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Trip Up
3 This 4-mana removal spell always ends up playing pretty well since it's a nice 1-for-1 trade, and this comes with Cycling upside.
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.
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.
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.
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.
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 1 Pick 5: Marshals' Pathcruiser
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.
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.
Marshals' Pathcruiser
1.5 I want this to be good, but paying 3 mana for a vehicle that is this hard to crew and hoping you'll be okay just seems like a very bad idea. Limited formats are just too slow these days.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
Slick Imitator
2.5 Blue isn't great at getting to max speed, and while that max speed ability can be really great, you also give up a card to get a copy of something so it isn't like it's insane either.
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 7: Swiftwater Cliffs
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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.
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.
Swiftwater Cliffs
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 8: Guidelight Matrix
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.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
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.
Ripclaw Wrangler
2 The vehicle you get here is pretty bad, and while I like making my opponent discard, it's less good on a card this expensive that doesn't always add to the board. I'd much rather have it on a two mana 1/1.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
Voyager Quickwelder
2.5 Reducing the cost of artifacts certainly comes up in this format, especially in Blue/White. But it is the kind of card you sort of need to get in play on turn three, or it has diminishing returns.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
Pack 1 Pick 12: Wind-Scarred Crag
Air Response Unit
2.5 This is easy to crew and quite good on offense and defense.
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.
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 1 Pick 13: Swamp
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
Pack 2 Pick 1: Possession Engine
Possession Engine
4 Even though this nerfs the creature you steal, it's still basically a 5-mana 5/5 vehicle that removes a creature, and the creature you steal can probably crew the Engine -- and might even have some abilities.
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.
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.
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.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
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.
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.
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.
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.
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.
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.
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.
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.
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 2: Cursecloth Wrappings
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.
Broodheart Engine
2.5 Not adding to the board on two is pretty bad, but this does give some real graveyard value and gives your deck the potential to bring back something huge for 4 mana.
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.
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.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Ride's End
3 Paying 5 for this is not what you want to be doing, but paying two is great. If you're an aggressive deck it's far less good, but it pulls it's weight in many decks.
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.
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.
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.
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.
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.
Tyrox, Saurid Tyrant
2 It's really good at crewing, and that's worth something in this format.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.
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.
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.
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.
Brightglass Gearhulk
4.5 You're not going to cast this on turn 4 very often, but that's okay because a 4/4 with first strike and trample is a problem all game long, and it'll usually draw you at least one card -- and often it will draw you two.
Caelorna, Coral Tyrant
0 This just isn't worth a card, high toughness or not. You don't want a card this one-dimensional.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Tyrox, Saurid Tyrant
2 It's really good at crewing, and that's worth something in this format.
Caelorna, Coral Tyrant
0 This just isn't worth a card, high toughness or not. You don't want a card this one-dimensional.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
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.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
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.
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 7: Molt Tender
Cloudspire Captain
3.5 The set has enough Mounts and Vehicles for this to frequently offer a legit buff, and it can crew or mount almost everything in the set.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Streaking Oilgorger
2 Even if this always had lifelink it wouldn't be insane, since the stat-line is pretty bad. Dying to lots of two mana card isn't where you want to be as a 5-drop.
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.
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.
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 8: Gearseeker Serpent
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
Collision Course
3 There are enough artifacts in the set for that mode to be useful pretty often, and when it isn't, you have a mediocre removal spell you can use.
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.
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.
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.
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 10: Camera Launcher
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.
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.
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.
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.
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.
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.
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.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Pack 3 Pick 1: Quag Feast
Quag Feast
4 This is a great removal spell that scales all game long while also giving you some graveyard help.
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.
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.
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.
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.
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.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
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.
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.
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.
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.
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.
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.
Kolodin, Triumph Caster
3.5 If you play this on two it can allow for some insane curve outs, and even in the late game getting some free crews and saddles, not to mention haste, definitely matters.
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.
Cloudspire Captain
3.5 The set has enough Mounts and Vehicles for this to frequently offer a legit buff, and it can crew or mount almost everything in the set.
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.
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.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Keen Buccaneer
3 Even if this was always 5-mana for a 3/4 with Vigilance that loots when it enters, it'd be solid -- and this is way better since you can pay in installments.
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.
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.
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.
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.
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.
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 3: Flood the Engine
Spectacular Pileup
4 Sweepers can be super awkward in Limited, since if you're at parity or ahead they aren't very good -- but there's really nothing else that can pull you ahead from behind the same way. You can always cycle this when you don't need it.
Guidelight Pathmaker
3.5 Tutoring up your best artifact is awesome, and if you're really in a pinch you can grab something that goes to the battlefield for free.
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Spire Mechcycle
3.5 This looks very easy to Exhaust in Red. Provided you have another vehicle or mount, this will be a 5-mana 6/5 with Haste -- and if you have more than that (which is very possible) it'll be even bigger.
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.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting 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.
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.
Slick Imitator
2.5 Blue isn't great at getting to max speed, and while that max speed ability can be really great, you also give up a card to get a copy of something so it isn't like it's insane either.
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.
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.
Gastal Thrillseeker
3.5 Playing this on two gives you a very good shot at getting max speed in the near future, and sometimes it'll come down and give itself haste and death touch.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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.
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.
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.
Voyager Glidecar
4 This gives you so much for so little. Even without the ability I'd play this for one mana pretty happily, and the ability means it can remain relevant all game long by growing and going into the sky.
Guardian Sunmare
4.5 It's tough to Saddle, but attacking with this once gives you an excellent trigger, and Ward makes it hard for your opponent to ever deal with it efficiently.
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.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 6: Walking Sarcophagus
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.
Foul Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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 3 Pick 7: Streaking Oilgorger
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
Leonin Surveyor
3 This is hard to block for much of the game, which means it's good at building speed, and it often turns into a 2-for-1 in the late game.
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.
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.
Cloudspire Captain
3.5 The set has enough Mounts and Vehicles for this to frequently offer a legit buff, and it can crew or mount almost everything in the set.
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.
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.
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.
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 11: Detention Chariot
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in 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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
Pack 3 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.