Agonasaur Rex
4.5 The combat trick mode is going to be really good in all kinds of situations and give you a 2-for-1 whether you win combat with it or blank removal, and obviously a 5-mana 8/8 trampler is an imposing board presence.
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.
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.
Reef Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
Veteran Beastrider
3 This has above-rate stats and works very nicely with lots of mounts and Vehicles, and it's activated ability can be good in the late game.
Cloudspire Skycycle
3.5 As long as you have one other creature or vehicle, you're going to be happy with this enters trigger, and that's almost always going to be the case.
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.
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.
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.
Gastal Blockbuster
2.5 This can give itself up to destroy an artifact, and if you have expendable stuff around it feels even better. It doesn't always have a target, but it has one often enough to be decent.
Leonin Surveyor
3 This is hard to block for much of the game, which means it's good at building speed, and it often turns into a 2-for-1 in the late game.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Guidelight Matrix
1.5 It's nice this replaces itself, because the effects it gives you are super mediocre. If you want to crew or mount vehicles/mounts, just play creatures.
Haunted Hellride
3 This attack trigger is really good, and the vehicle isn't too shabby.
Guidelight Synergist
2.5 Many White decks, and especially Blue/White, will have enough artifacts for this to hit reasonably hard.
Terrian, World Tyrant
1.5 I know the stat-line seems exciting, but it's just a big dumb creature that dies to a bunch of cheap removal. These days, you need a 5-drop to do something when it enters or dies to get around taht problem.
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.
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.
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.
Streaking Oilgorger
2 Even if this always had lifelink it wouldn't be insane, since the stat-line is pretty bad. Dying to lots of two mana card isn't where you want to be as a 5-drop.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
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.
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.
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.
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 3: Samut, the Driving Force
Samut, the Driving Force
4.5 She'll come down and give your board a buff of +1/+0 at a minimum, while also bringing a very powerful body to the board. Frequently she'll give your board a way bigger buff than that, too. The noncreature spell reduction isn't going to come up much, but that's okay.
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.
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.
Migrating Ketradon
2.5 This is a solid top-end creature that is pretty good at helping you stabilize between the huge body, reach, and life gain.
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.
Spin Out
3 It's a little expensive and a little hard to cast, but it answers most things in this format.
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.
Gearseeker Serpent
1.5 // 3.0 If you're a heavy artifact deck (most likely UW) this is good. If you're not, it's too tough to get a deal on it.
Lightning Strike
4 It's very easy to trade up with this, and you can even finish your opponent off or raise your speed with it.
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.
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.
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.
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.
Marshals' Pathcruiser
1.5 I want this to be good, but paying 3 mana for a vehicle that is this hard to crew and hoping you'll be okay just seems like a very bad idea. Limited formats are just too slow these days.
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.
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.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
Marauding Mako
1.5 // 3.5 This is a great payoff if you're in the Blue/Red deck, which will have lots of ways to trigger this. It's going to be a lot less impressive in other Red decks, though.
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.
Ripclaw Wrangler
2 The vehicle you get here is pretty bad, and while I like making my opponent discard, it's less good on a card this expensive that doesn't always add to the board. I'd much rather have it on a two mana 1/1.
Trip Up
3 This 4-mana removal spell always ends up playing pretty well since it's a nice 1-for-1 trade, and this comes with Cycling upside.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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 6: Lightning Strike
Radiant Lotus
0 By the time you can cast and use Radiant Lotus effectively, you don't need mana anymore. This is a dead card in 99% of games.
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.
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.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
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.
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.
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.
Lightwheel Enhancements
1.5 The buff might help you get in for a hit and raise your speed, but it's pretty mediocre overall. Once you get to max speed it gets kind of sweet, but it's less likely getting the buff out of the graveyard by that stage is relevant.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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 8: Pacesetter Paragon
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.
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.
Jibbirik Omnivore
2 You get an on-rate creature here, but it doesn't do a whole lot more. If you have Fang-Druid Summoner or Rise from the Wreck, it gets a little better.
Interface Ace
1.5 This set has lots of mounts and vehicles for sure, but this is still too one-dimensional. It basically can't do anything but crew and mount them, and I don't think that's enough.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
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.
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.
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.
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.
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
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.
Streaking Oilgorger
2 Even if this always had lifelink it wouldn't be insane, since the stat-line is pretty bad. Dying to lots of two mana card isn't where you want to be as a 5-drop.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
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.
Pack 1 Pick 11: Night Market
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.
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.
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.
Daring Mechanic
2 The baseline's alright, but the activated ability is too expensive to be used reliably.
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.
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.
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.
Winter, Cursed Rider
3.5 Winter's Exhaust ability can sweep the board to a degree, but keep in mind your opponent's creatures might also be artifact creatures.
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.
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.
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
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.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Dismal Backwater
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 2: Greenbelt Guardian
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.
Diversion Unit
3 This has a nice baseline as a two mana 2/1 flyer with nice typing, and sometimes it can help keep your bigger threats alive.
Greenbelt Guardian
3.5 This has a passable baseline, and a 5/5 that can gain trample is going to be relevant all game long.
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.
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.
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.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
Interface Ace
1.5 This set has lots of mounts and vehicles for sure, but this is still too one-dimensional. It basically can't do anything but crew and mount them, and I don't think that's enough.
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.
Gallant Strike
3 This has a target a decent chunk of the time, and when it does it's a great deal. When it doesn't, you can cycle it away.
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.
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.
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.
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.
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.
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.
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.
Keen Buccaneer
3 Even if this was always 5-mana for a 3/4 with Vigilance that loots when it enters, it'd be solid -- and this is way better since you can pay in installments.
Engine Rat
2.5 One mana 1/1s with death touch always punch above their weight-class, and this one even has some additional late game utility.
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.
Cloudspire Skycycle
3.5 As long as you have one other creature or vehicle, you're going to be happy with this enters trigger, and that's almost always going to be the case.
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.
Memory Guardian
3 Even casting this for 4 feels pretty good, and if you can go lower it feels even better.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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.
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.
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.
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.
Blossoming Sands
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 2 Pick 5: Crash and Burn
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.
Locust Spray
3 When this can kill something it feels great, and when it can't and you cycle it for a single Black mana, it's perfectly solid.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
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.
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.
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.
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.
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 2 Pick 6: Gastal Blockbuster
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.
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.
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.
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.
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.
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.
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.
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.
Gastal Raider
2 This enters trigger is going to whiff a little too often, and the baseline creature is very bad.
Spectral Interference
2.5 This can counter a lot very efficiently, though not hitting most removal spells is a bummer.
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.
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.
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.
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.
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.
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 8: Gilded Ghoda
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.
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.
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.
Starting Column
1.5 It's rare for mana rocks that cost 3 to be worth it in Limited, because you want to add to the board on turn three pretty badly. The Max Speed effect does mean it isn't always a dead card, but you won't always get there.
Brightfield Glider
2 This is pretty hard to saddle for a medium upgrade, and the baseline isn't great.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
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.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting either.
Pack 2 Pick 10: Aetherjacket
Pedal to the Metal
1.5 This is too inefficient to be a trick you play regularly, even with the pseudo-fireball upside.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Camera Launcher
2 The baseline is pretty bad here, but it can Exhaust pretty early, and it gives you an extra body when it does.
Scrap Compactor
1.5 If you're desperate for removal, this can do the job, but it'll never be efficient.
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.
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 2 Pick 13: Locust Spray
Locust Spray
3 When this can kill something it feels great, and when it can't and you cycle it for a single Black mana, it's perfectly solid.
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.
Daretti, Rocketeer Engineer
1 Daretti's enters/attacks trigger is really strong. But...red just isn't set up for Daretti to work out. You won't consistently have an artifact in play worth giving up or one in graveyard worth getting back.
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.
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.
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.
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.
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.
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.
Starting Column
1.5 It's rare for mana rocks that cost 3 to be worth it in Limited, because you want to add to the board on turn three pretty badly. The Max Speed effect does mean it isn't always a dead card, but you won't always get there.
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 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.
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.
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.
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.
Scoured Barrens
2.5 Gaining a bit of life helps make up for the fact that these always enter tapped, and they are pretty good at fixing your mana.
Pack 3 Pick 2: Lifecraft Engine
Lifecraft Engine
3.5 This will almost always improve your board when it comes down since you can just name a type of creature you have in play, and it'll of course always buff vehicles.
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.
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.
Earthrumbler
3 Green decks will be pretty good at setting this up so that you don't have to crew very often, and it hits like a truck.
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.
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.
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.
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.
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.
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.
Lotusguard Disciple
3 This enters trigger is an absolute beating. It'll virtually always gain you some life and get a free attack in.
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.
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 3 Pick 3: Fang Guardian
Memory Guardian
3 Even casting this for 4 feels pretty good, and if you can go lower it feels even better.
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.
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.
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.
Maximum Overdrive
2.5 This is a quality trick that blanks removal and wins virtually any creature combat against another creature.
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.
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.
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.
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.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Midnight Mangler
2 Not a terrible defensive card, but it doesn't belong in all decks.
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.
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.
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.
Country Roads
2.5 These will often enter untapped, and they give you a very real body in the mid-to-late-game.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
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.
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.
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.
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 5: Lightning Strike
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.
Gastal Raider
2 This enters trigger is going to whiff a little too often, and the baseline creature is very bad.
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.
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.
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.
Bestow Greatness
2 This has some serious blowout potential, but it's a little bit too expensive to be a great trick.
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.
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.
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.
Autarch Mammoth
4 6 mana is kind of a lot, but this certainly delivers with a 5/5 and 3/3 body, and you might even get more 3/3s!
Gastal Raider
2 This enters trigger is going to whiff a little too often, and the baseline creature is very bad.
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.
Aetherjacket
2 The stats aren't great, but they are kind of okay, and being able to destroy Artifacts is some reall utility.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
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.
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.
Lightshield Parry
1.5 This is a mediocre trick, and while cycling makes it better, two generic to cycle isn't exciting 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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Hazard of the Dunes
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.
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.
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.
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.
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 9: Scrounging Skyray
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.
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.
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.
Starting Column
1.5 It's rare for mana rocks that cost 3 to be worth it in Limited, because you want to add to the board on turn three pretty badly. The Max Speed effect does mean it isn't always a dead card, but you won't always get there.
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.
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.
Pack 3 Pick 10: Night Market
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.
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.
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.
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.
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.
Pack 3 Pick 11: Goblin Surveyor
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.
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.
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.
Pothole Mole
2.5 This gives some nice graveyard synergy and can even insure you hit a land drop.
Pack 3 Pick 12: Gastal Blockbuster
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.
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.
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.
Pack 3 Pick 13: Ticket Tortoise
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.