Waxen Shapethief
3.5 A Flash clone is nice, although this one can only copy your stuff, so you won't always have something worth 4 mana to copy.
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.
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.
Racers' Scoreboard
1.5 Not adding to the board is very bad, and this Max Speed effect is rarely relevant in Limited.
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.
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.
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.
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.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Endrider Catalyzer
2.5 This doesn't have the most exciting Max Speed ability since by the time you get there it's unlikely you're desperate for mana. But it's a solid card by virtue of simply being a two drop with okay stats that can start your engines on turn two.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land 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.
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.
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.
Gastal Raider
2 This enters trigger is going to whiff a little too often, and the baseline creature is very bad.
Foul Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
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.
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.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
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.
Scrounging Skyray
1.5 // 4.0 This is an amazing discard/cycling payoff that can completely run away with the game, and you can't say that about most two drops. You do need lots of discard and cycling to get there, but it's very doable in Blue.
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.
Stampeding Scurryfoot
3.5 This is a very good Common. If it was always 5-mana for a 2/2 and a 3/3, you'd be pretty happy with that card -- but you can run this out on turn one and still have that upside for later in the game.
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.
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.
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.
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.
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.
Brightfield Mustang
2 It's nice that this is easy to saddle, but even with the buff, it frequently won't have a good attack on turn 5.
Jungle Hollow
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 4: Pactdoll Terror
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.
Momentum Breaker
3 This feels best on turn two when you use it to kill your opponent's only creature and attack with your one drop to rapidly raise your speed, but it does have some pretty seriously diminishing returns thereafter.
Stock Up
2.5 This is a powerful draw spell for sure, but not adding to the board on turn three is pretty bad -- meaning this is more of a late game play.
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.
Gastal Blockbuster
2.5 This can give itself up to destroy an artifact, and if you have expendable stuff around it feels even better. It doesn't always have a target, but it has one often enough to be decent.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
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.
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.
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 1 Pick 5: Thornwood Falls
The Last Ride
1 It's way too hard to get this to work in Limited, It's a dead card for a big chunk of the game, and sinking mana and life into this to draw cards is a recipe for disaster.
Amonkhet Raceway
1.5 Starting your engines early is good, but doing significant damage to your mana base isn't worth it, especially when the Max Speed upside is so mediocre.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
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.
Stall Out
1.5 Without Cycling this would be close to unplayable since it involves going down a card for some tempo, making it only good when you're ahead.
Ripclaw Wrangler
2 The vehicle you get here is pretty bad, and while I like making my opponent discard, it's less good on a card this expensive that doesn't always add to the board. I'd much rather have it on a two mana 1/1.
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.
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.
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 6: Sunbillow Verge
Sunbillow 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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Walking Sarcophagus
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.
Pit Automaton
1.5 // 2.5 You can't really play this unless you've got a bunch of cycling and/or Exhaust, but even then this card's very one dimensional.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
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.
Walking Sarcophagus
2 This gets your engine started pretty early, and that's where most of it's value comes from, because beyond that it's very mediocre.
Bloodfell Caves
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 8: Grim Bauble
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.
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.
Howler's Heavy
2.5 Cycling this is going to be "Plan A" most of the time since it generates a decent amount of value for the cost, and can even sometimes give you a 2-for-1. But, running this out as a 4-mana 3/4 when you have to is nice.
Magmakin Artillerist
3 This is a nice way to raise your speed whether you cycle it or cast it, and it has a decent body.
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.
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.
Dismal Backwater
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 1 Pick 9: Trade the Helm
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.
Racers' Scoreboard
1.5 Not adding to the board is very bad, and this Max Speed effect is rarely relevant in Limited.
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.
Glitch Ghost Surveyor
2 The Wind Drake stat-line is pretty bad, and while it helps you with Speed a little bit and can eventually be a 2-for-1, this card doesn't quite overcome that mediocre baseline.
Endrider Catalyzer
2.5 This doesn't have the most exciting Max Speed ability since by the time you get there it's unlikely you're desperate for mana. But it's a solid card by virtue of simply being a two drop with okay stats that can start your engines on turn two.
Foul Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
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.
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 11: Night Market
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.
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.
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.
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 12: Chitin Gravestalker
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
Pack 1 Pick 13: Ripclaw Wrangler
Amonkhet Raceway
1.5 Starting your engines early is good, but doing significant damage to your mana base isn't worth it, especially when the Max Speed upside is so mediocre.
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.
Pack 1 Pick 14: Magmakin Artillerist
Magmakin Artillerist
3 This is a nice way to raise your speed whether you cycle it or cast it, and it has a decent body.
Pack 2 Pick 1: Valor's Flagship
Valor's Flagship
5 This is tough to beat when it's on the battlefield, and it gets around it's only downside -- it's expensive -- by having a powerful Cycling ability that can give you a bunch of bodies.
Sunbillow 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.
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.
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.
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.
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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Gastal Blockbuster
2.5 This can give itself up to destroy an artifact, and if you have expendable stuff around it feels even better. It doesn't always have a target, but it has one often enough to be decent.
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.
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.
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.
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.
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.
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.
Pit Automaton
1.5 // 2.5 You can't really play this unless you've got a bunch of cycling and/or Exhaust, but even then this card's very one dimensional.
Boom Scholar
3 Reducing Exhaust costs is definitely relevant, and this has solid stats and a nice exhaust ability on top of that.
Tune Up
1.0 / 2.0 The ceiling here is pretty high, and there is some graveyard stuff going on in this format -- including vehicles with Cycling. If you have enough of them, this can perform well. But it's also a dead card a little bit too often.
Hellish Sideswipe
3 There are enough expendable bodies and artifacts in the format for this to feel pretty good. Even giving up a vehicle isn't bad since it gets replaced.
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.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
Run Over
3.5 If this always cost two it would be a good card, but it will frequently only cost a single green, making it great. There's even a mount with death touch which makes for a particularly devastating combo.
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.
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.
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.
Broadside Barrage
4 This kills most stuff while giving you a very nice loot.
Fang-Druid Summoner
1.0 // 3.5 They put enough vanilla creatures in the set for this to actually tutor something up when you build around it. And if your'e getting the two mana 3/3 or the two mana 3/2, you're going to feel pretty good about it.
Back on Track
2 This has some potential in this format, but the set up is a big deal and even with the Pilot tacked on you're not guaranteed to get your mana's worth.
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.
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.
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.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Silken Strength
1.5 The risk isn't really worth the reward here. The buff is fairly small, and Reach isn't exactly the most exciting keyword.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Defend the Rider
2.5 This feels really good when it blanks removal or wins combat, and making a token with it isn't a bad failcase.
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.
Wild Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Cloudspire Coordinator
4 A two mana 3/1 with Scry 2 is such a good starting point, and once this isn't needed for crewing or attacking, it'll start spitting out 1/1s.
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.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Guidelight Matrix
1.5 It's nice this replaces itself, because the effects it gives you are super mediocre. If you want to crew or mount vehicles/mounts, just play creatures.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Lagorin, Soul of Alacria
3.5 If this comes down on schedule it's going to snowball and potentially runaway with the game. It's less impressive late, but the fact it can put counters on any mounts and vehicles will mean it's still pretty relevant.
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.
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.
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.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
Push the Limit
0 Yeah, you're not setting this up and then getting to 7 mana in Limited.
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.
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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
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.
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.
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.
Beastrider Vanguard
2 This is a decent two drop, and the ability might be a little more accessible than in most formats since there are several cards that produce mana for abilities. However, only hitting a land with the ability is a very real outcome.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
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.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
Risky Shortcut
2.5 Making your opponent lose life while you draw cards is definitely a nice upgrade to this effect, and it helps with speed.
Pack 2 Pick 8: Ride's End
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
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.
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.
Rugged Highlands
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 9: Sunbillow Verge
Sunbillow 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.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Gastal Blockbuster
2.5 This can give itself up to destroy an artifact, and if you have expendable stuff around it feels even better. It doesn't always have a target, but it has one often enough to be decent.
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.
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.
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.
Pack 2 Pick 10: Hellish Sideswipe
Pit Automaton
1.5 // 2.5 You can't really play this unless you've got a bunch of cycling and/or Exhaust, but even then this card's very one dimensional.
Boom Scholar
3 Reducing Exhaust costs is definitely relevant, and this has solid stats and a nice exhaust ability on top of that.
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.
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.
Run Over
3.5 If this always cost two it would be a good card, but it will frequently only cost a single green, making it great. There's even a mount with death touch which makes for a particularly devastating combo.
Pack 2 Pick 11: Roadside Assistance
Fang-Druid Summoner
1.0 // 3.5 They put enough vanilla creatures in the set for this to actually tutor something up when you build around it. And if your'e getting the two mana 3/3 or the two mana 3/2, you're going to feel pretty good about it.
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.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
Pack 2 Pick 13: Daring Mechanic
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
Voyage Home
2 Even in this format it's going to be tough to have enough artifacts early enough for this to really do a good job.
Elvish Refueler
3.5 There are lots of good Exhaust abilities at lower rarities in the format, and rebuying them is pretty great. Even on it's own it can put a counter on itself every turn.
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.
Foul Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Guidelight Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
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.
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.
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.
Howlsquad Heavy
4 This new take on Goblin Rabblemaster is pretty sweet, and great at helping you raise your speed. Keep in mind you can use those goblins to crew in situations where you don't want to attack with them.
Rangers' Refueler
3.5 It's great that this is an enabler and a payoff, so you can draw a card with it even without any other Exhaust, and you're going to have other Exhaust around, too.
Thundering Broodwagon
3.5 This is going to take down something significant when it enters, and it's Menace is even better right after you remove a creature. You can also cycle it early and then bring it back pretty easily in Black/Green.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
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.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Repurposing Bay
0 This is way too finnicky about what you sacrifice and what you can search up to ever be worth it in Limited. You just can't do something meaningful with this. Playing it is a good way to lose.
Boom Scholar
3 Reducing Exhaust costs is definitely relevant, and this has solid stats and a nice exhaust ability on top of that.
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.
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.
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.
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.
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.
Spotcycle Scouter
2.5 The Scry trigger is pretty nice on turn two, and while this isn't the most intimidating vehicle, it's big enough to trade off for something.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
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.
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.
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 4: Voyager Quickwelder
Alacrian Armory
1.0 // 2.5 This is a little bit too all on in the Mounts/Vehicles thing to consistently be good, but in the right deck it's a solid inclusion.
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.
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.
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.
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.
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.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Gilded Ghoda
2.5 If you can get a treasure out of this and trade it off you're going to feel pretty good about stuff. If you can get more than one treasure out of it you'll feel great. And if you can't get any, it's going to feel kind of bad. Basically, this is really good on two, and less good thereafter.
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 5: Roadside Blowout
Willowrush Verge
3 These offer excellent fixing which you can use to make your mana base more consistent in a two-color deck, or to help you splash.
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.
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 Optimizer
2.5 Tapping for mana for artifacts and Exhaust abilities is pretty sweet, and the fact this is an artifact itself really makes it a solid Common.
Hazard of the Dunes
2.5 You're getting just about you should get for 4 mana, and in the late game it can become the biggest creature on the board.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
Stampeding Scurryfoot
3.5 This is a very good Common. If it was always 5-mana for a 2/2 and a 3/3, you'd be pretty happy with that card -- but you can run this out on turn one and still have that upside for later in the game.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
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.
Skystreak Engineer
2 This will never feel especially efficient, but it's nice that it feels fine on turn two and you can Exhaust it late to keep it relevant.
Spotcycle Scouter
2.5 The Scry trigger is pretty nice on turn two, and while this isn't the most intimidating vehicle, it's big enough to trade off for something.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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.
Swiftwater Cliffs
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 7: Spotcycle Scouter
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.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
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.
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.
Spotcycle Scouter
2.5 The Scry trigger is pretty nice on turn two, and while this isn't the most intimidating vehicle, it's big enough to trade off for something.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
Run Over
3.5 If this always cost two it would be a good card, but it will frequently only cost a single green, making it great. There's even a mount with death touch which makes for a particularly devastating combo.
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 8: Night Market
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.
Silken Strength
1.5 The risk isn't really worth the reward here. The buff is fairly small, and Reach isn't exactly the most exciting keyword.
Broadcast Rambler
3 This brings a long a way to crew it, and getting two artifacts with one card has some legit upside in the format.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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.
Pack 3 Pick 9: Collision Course
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Pack 3 Pick 11: Spotcycle Scouter
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.
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.
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.
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.
Pack 3 Pick 12: Guidelight Matrix
Alacrian Armory
1.0 // 2.5 This is a little bit too all on in the Mounts/Vehicles thing to consistently be good, but in the right deck it's a solid inclusion.
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.
Pack 3 Pick 13: Beastrider Vanguard
Beastrider Vanguard
2 This is a decent two drop, and the ability might be a little more accessible than in most formats since there are several cards that produce mana for abilities. However, only hitting a land with the ability is a very real outcome.
Spotcycle Scouter
2.5 The Scry trigger is pretty nice on turn two, and while this isn't the most intimidating vehicle, it's big enough to trade off for something.