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.
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.
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.
Memory Guardian
3 Even casting this for 4 feels pretty good, and if you can go lower it feels even better.
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.
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.
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.
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.
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.
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.
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.
Rugged Highlands
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 2: Pactdoll Terror
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.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
Hour of Victory
2 Three mana 2/2 is bad, but in the late game this can potentially tutor up your best card.
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.
Mutant Surveyor
2.5 The buff effect helps gets this in on many boards, and the fact you can exile it from your graveyard means it has 2-for-1 potential. Alternatively, it can feel pretty good when it gets milled too.
Jibbirik Omnivore
2 You get an on-rate creature here, but it doesn't do a whole lot more. If you have Fang-Druid Summoner or Rise from the Wreck, it gets a little better.
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.
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.
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.
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.
Caelorna, Coral Tyrant
0 This just isn't worth a card, high toughness or not. You don't want a card this one-dimensional.
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.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
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.
Goblin Surveyor
2.5 I don't love the stat-line, but trample + start your engines is a nice combination, and cashing this in for a card in mid to late game is very doable.
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.
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.
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.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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 4: Guardian Sunmare
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.
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.
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.
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.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
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.
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.
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.
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.
Jungle Hollow
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 5: Beastrider Vanguard
Ketramose, the New Dawn
0 There's not enough exile in this format for Ketramose to be attacking or blocking, and not enough to trigger the other effect either.
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.
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.
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.
Burner Rocket
2 You're overpaying for the vehicle for sure, but the enters trigger has the potential to help a creature win combat and sometimes trample can help with speed.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
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.
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.
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.
Ketramose, the New Dawn
0 There's not enough exile in this format for Ketramose to be attacking or blocking, and not enough to trigger the other effect either.
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.
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.
Spin Out
3 It's a little expensive and a little hard to cast, but it answers most things in this format.
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.
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.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
Beastrider Vanguard
2 This is a decent two drop, and the ability might be a little more accessible than in most formats since there are several cards that produce mana for abilities. However, only hitting a land with the ability is a very real outcome.
Pack 1 Pick 7: Brightfield Mustang
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 10: Jibbirik Omnivore
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
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 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.
Pack 1 Pick 12: Jungle Hollow
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.
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.
Jungle Hollow
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 13: Brightfield Mustang
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
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.
Pack 2 Pick 1: Lotusguard Disciple
Quag Feast
4 This is a great removal spell that scales all game long while also giving you some graveyard help.
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.
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.
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.
Wretched Doll
2.5 This can crew stuff pretty well and the artifact type is reasonably important in Black. Having to pay mana to Surveil isn't ideal, though.
Broadside Barrage
4 This kills most stuff while giving you a very nice loot.
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.
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.
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.
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.
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.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
Burnout Bashtronaut
3 Starting your engines on turn one is great, and this is very capable of getting you to max speed quickly thanks to Menace.
District Mascot
3 This can get really out of control when you play it on turn one, and in the late game it has potential to turn into an Artifact removal spell, since you can just Saddle it, attack, and sacrifice it. That second option isn't amazing, but it's enough to keep this really good one drop relevant even when you draw it late.
Outpace Oblivion
3.5 This is a fairly efficient removal spell, and it's nice that you can do some direct damage with it fairly often -- and raise your speed. Keep in mind the sacrifice ability is symmetrical, though.
Ooze Patrol
1.5 The floor here is a very bad creature, and the ceiling is a huge vanilla creature that still has a window where it is very vulnerable.
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.
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.
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.
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.
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.
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.
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 2 Pick 3: Daring Mechanic
Transit Mage
0.0 // 3.0 If you have enough artifacts that cost 4 or 5, this'll feel pretty good. If you don't, you're not playing it.
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.
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.
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.
Beastrider Vanguard
2 This is a decent two drop, and the ability might be a little more accessible than in most formats since there are several cards that produce mana for abilities. However, only hitting a land with the ability is a very real outcome.
Thunderhead Gunner
2.5 It's a little expensive, but this ability is pretty nice even in a vacuum. It gets better in a set with lots of discard payoffs.
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.
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.
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.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Foul 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Risen Necroregent
3.5 If you're good at getting max speed, this can be great. Problem is, even decks that are really good at getting max speed won't have it consistently enough for this to be completely insane -- instead, it's merely very good.
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.
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.
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.
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.
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.
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.
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.
Wastewood Verge
3 These offer excellent fixing which you can use to make your mana base more consistent in a two-color deck, or to help you splash.
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.
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.
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.
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.
Skybox Ferry
1.5 A 5-mana 4/4 flyer that is always a creature isn't what it used to be, and this has to be CREWED. Cycling helps a little, but not enough.
Avishkar Raceway
1.5 Starting your engines as early as turn one can be nice, but it's not really worth damaging your mana base.
Rocky Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
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.
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.
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.
Scoured Barrens
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 9: Loxodon Surveyor
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.
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.
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.
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.
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.
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.
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.
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.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
Pack 2 Pick 11: Rise from the Wreck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Haunted Hellride
3 This attack trigger is really good, and the vehicle isn't too shabby.
Unswerving Sloth
3.5 Once you can get to 4 power for saddle, you can send this in every turn essentially for free -- since it untaps itself and everything else and gains indestructible. It's a very problematic attacker.
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.
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.
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.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Dismal Backwater
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 2: Rangers' Aetherhive
Howlsquad Heavy
4 This new take on Goblin Rabblemaster is pretty sweet, and great at helping you raise your speed. Keep in mind you can use those goblins to crew in situations where you don't want to attack with them.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Vnwxt, Verbose Host
1 Blue is bad at max speed, and this card is awful if you don't have it.
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.
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.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
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.
Spin Out
3 It's a little expensive and a little hard to cast, but it answers most things in this format.
Muraganda Raceway
1.5 As with the other start your engines! lands, this just isn't worth the hit to your mana base. You don't exactly need extra mana by the point you have Max Speed.
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.
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.
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.
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.
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.
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.
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.
Wreck Remover
2 The stats aren't great, but this hates on the graveyard fairly well and in the incidental life gain can add up.
Wind-Scarred Crag
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 5: Hazard of the Dunes
Boosted Sloop
3.5 This triggers no matter what you attack with, so it often loots the turn it comes down. Looting is great on it's own, but you're also likely to have some payoffs to really take advantage of it.
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.
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.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Jungle Hollow
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 7: Collision Course
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.
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.
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.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
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.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Walking Sarcophagus
2 This gets your engine started pretty early, and that's where most of it's value comes from, because beyond that it's very mediocre.
Night Market
2.5 This style of land is always good for your mana base, and adding Cycling to a land is always nice because it gives you some flood insurance.
Rugged Highlands
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 9: Daring Mechanic
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.
Haunted Hellride
3 This attack trigger is really good, and the vehicle isn't too shabby.
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.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
Pack 3 Pick 10: Avishkar Raceway
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.
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.
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.
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.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
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.
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.
Pack 3 Pick 13: Camera Launcher
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.