Dragonback Assault
5 This landfall trigger is absurd, especially in the aftermath of a card that wipes away much of the board.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
Essence Anchor
1.5 / 3.5 An artifact that Surveils every upkeep isn't really worth this much mana, but if you have some ways to move cards out of your graveyard (and there are plenty of those) this turns into a very good value engine.
Equilibrium Adept
4 Even withotu Flurry this would be a card you play 100% of the time because it generates such a nice 2-for-1, and when this has double strike it'll be incredibly difficult to block.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Reigning Victor
2.5 The enters trigger often gives you a nice attack, and a creature with Mobilize is exactly what you want in Mardu.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Summit Intimidator
2 This trigger can be really good when you're the beat down and curving out. But it can also be useless if you're at parity or behind.
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Karakyk Guardian
Host of the Hereafter
3.5 If it's alone, it's a 4-mana 4/4 that lets you put two counters on something when it dies, but it helps all your other counter cards, too.
Karakyk Guardian
3 This creature is mostly all stats, but having hexproof until it damages something is nice and means that it can usually get in for a hit before they can kill it. Just don't block a mobilize token with it.
Sunpearl Kirin
4 A two mana 2/1 with Flash and Flying is already playable, and this has massive upside. As usual the bounce effect can save a creature or rebuy an "enters" trigger, but in this case you can also give up a Mobilize token to draw a card, which is pretty sweet.
Kin-Tree Severance
3.5 This'll always feel like a pretty good deal since you can usuall trade up.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Devoted Duelist
1.5 This is super underwhelming. The Flurry trigger is weak and the stat-line is bad. If you need a two drop, you'll play it -- but only if you don't have something better. And hopefully you do.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
Dusyut Earthcarver
3 6 mana for a 4/4 with Reach and a 3/3 is awesome, and if you just one one big body it can do that for you.
Aggressive Negotiations
1.5 Three mana for a discard spell (even one that exiles) is just too much for most formats. It only adds minimally to the board.
Riling Dawnbreaker
3 This effectively fills two different spots on the curve which is great. It's not gonna feel amazing on two or 5, but it can do both serviceably, and that's a big deal.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Roamer's Routine
2.5 Spending three mana and not adding to the board is a little scary, but this gives you ramp and fixing in a format where that looks like what you want to be doing -- and it can ultimately generate a 2-for-1.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 3: Temur Monument
Attuned Hunter
3 This has a passable baseline and getting even one counter on is doable -- and it'll feel pretty good.
Temur Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
Bewildering Blizzard
2.5 This seems like a surprisingly legit draw spell. Debuffing your opponent's stuff makes up for you not adding to the board when you spend 6 mana.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 4: Dragonstorm Globe
Abzan Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Dragonclaw Strike
3.5 This will allow you to remove a creature in most situations and then smash in with a huge augmented creature.
Dragonstorm Globe
1 It takes an unusual format for a three mana mana rock that doesn't add to the board to be worth it, and I don't think this is that kind of format.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Bearer of Glory
2.5 This is a solid two drop that can attack well early thanks to first strike, and in the late game it can buff your whole board.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Reigning Victor
2.5 The enters trigger often gives you a nice attack, and a creature with Mobilize is exactly what you want in Mardu.
Devoted Duelist
1.5 This is super underwhelming. The Flurry trigger is weak and the stat-line is bad. If you need a two drop, you'll play it -- but only if you don't have something better. And hopefully you do.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Rugged Highlands
Kishla Village
3 Surveil doesn't quite net you a card like some of the other lands in this cycle, but it does improve your draws and load your graveyard which can really help in the late game.
Abzan Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
Dusyut Earthcarver
3 6 mana for a 4/4 with Reach and a 3/3 is awesome, and if you just one one big body it can do that for you.
Humbling Elder
3 Other cards like this have performed quite well. You'd be surprised how often you can flash this in and just kill something while keeping the Elder. It's also super cheap in a color where that really matters.
Narset's Rebuke
2 5 mana for 5 damage is pretty bad. It's just hard to feel good about spending that much mana to remove most creatures, but the exile clause is nice, and if you can spend the three mana it gives you on something you'll feel pretty good. Most of the time, you won't be able to make use of the mana though.
Cruel Truths
2 This lets you see a lot of cards, but it's a little expensive for drawing 2 and not adding to the board.
Nightblade Brigade
2.5 A three mana 1/3, even with death touch -- isn't great, but it comes with two other little pieces of value that help it out. Death touch + mobilize is a real pain for your opponent, and Surveil 1 can really help you out.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 6: Sibsig Appraiser
Skirmish Rhino
3 Baby Siege Rhino is definitely pretty good -- draining life is really strong in Limited since it alters races in such a big way.
Host of the Hereafter
3.5 If it's alone, it's a 4-mana 4/4 that lets you put two counters on something when it dies, but it helps all your other counter cards, too.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Summit Intimidator
2 This trigger can be really good when you're the beat down and curving out. But it can also be useless if you're at parity or behind.
Twin Bolt
3 Dividing damage is a big deal. Killing two X/1s with this feels great, and you can also use it to Shock your opponent, or do 1 to a creature and 1 to your opponent.
Sibsig Appraiser
4 This is an absurd common. A three mana 2/1 that just draws you a card would be a very good Common -- but this is way better, because it gives you selection and loads your graveyard.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 7: Frontier Bivouac
Frontier Bivouac
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Roamer's Routine
2.5 Spending three mana and not adding to the board is a little scary, but this gives you ramp and fixing in a format where that looks like what you want to be doing -- and it can ultimately generate a 2-for-1.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
Summit Intimidator
2 This trigger can be really good when you're the beat down and curving out. But it can also be useless if you're at parity or behind.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 8: Sibsig Appraiser
Roamer's Routine
2.5 Spending three mana and not adding to the board is a little scary, but this gives you ramp and fixing in a format where that looks like what you want to be doing -- and it can ultimately generate a 2-for-1.
Sibsig Appraiser
4 This is an absurd common. A three mana 2/1 that just draws you a card would be a very good Common -- but this is way better, because it gives you selection and loads your graveyard.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
Sagu Pummeler
2.5 This has good stats, and while it's Renew ability is a bit pricy, it is likely to make one of your creatures far more relevant.
Summit Intimidator
2 This trigger can be really good when you're the beat down and curving out. But it can also be useless if you're at parity or behind.
Riverwalk Technique
3 We see this card all the time without the counter mode, and it's always at least a 2.5, and often better. So, throw in the fact that this can be bad Negate in a pinch, and this looks like a quality card.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 10: Roamer's Routine
Host of the Hereafter
3.5 If it's alone, it's a 4-mana 4/4 that lets you put two counters on something when it dies, but it helps all your other counter cards, too.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
Dusyut Earthcarver
3 6 mana for a 4/4 with Reach and a 3/3 is awesome, and if you just one one big body it can do that for you.
Roamer's Routine
2.5 Spending three mana and not adding to the board is a little scary, but this gives you ramp and fixing in a format where that looks like what you want to be doing -- and it can ultimately generate a 2-for-1.
Pack 1 Pick 11: Sarkhan's Resolve
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Pack 1 Pick 12: Dismal Backwater
Abzan Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 13: Abzan Monument
Abzan Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
Pack 1 Pick 14: Gurmag Nightwatch
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Pack 2 Pick 1: Inspirited Vanguard
Mardu Siegebreaker
4 The exile effect here is especially good when you have a creature with an "enters" or death trigger, but it also gets good with token payoffs.
Veteran Ice Climber
3.5 Even without the attack trigger this would be a quality card, and with it you can not only load your graveyard with sweet value -- you can find cards with Renew to buff this unblockable creature.
Teeming Dragonstorm
3 Casting this only once feels fine, and it won't be unusual to get to cast it again later in the game.
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
Inspirited Vanguard
4 The baseline here is basically a 5-mana 3/2 and a 2/2, but it's so much better than that -- not only because it can just be one big creature, but also because endure keeps triggering when it attacks. So it can grow itself, or spit out more tokens -- either way, you're going to feel good about things.
Salt Road Skirmish
3 4 mana for sorcery-speed destroy target creature isn't great -- but adding two temporary tokens to the board is a very real upgrade. Between the removal and those new bodies, you're likely to have a much better combat than your opponent expected.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Underfoot Underdogs
2.5 This activated ability isn't great, but the baseline of a three mana 1/2 and a 1/1 is fine. The ability may also play better in a format with lots of low-power Mobilize creatures.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Adorned Crocodile
3 This seems like a lot of value for the cost. The stat-line isn't great obviously, but it's great against removal and can trade for most stuff while giving you lots of extra value.
Sagu Wildling
3 The Omen would probably be a playable card in this set on it's own since it's a nice way to fix. And while the creature isn't amazing, the life gain does make sure you get something out of it no matter what.
Meticulous Artisan
2 I don't love th starting stat-line, but it does fix and ramp your mana, and any time it attacks your opponent has to take into account the fact that it might grow.
Ringing Strike Mastery
2 It's frustrating that this kind of gets irrelevant in long games, but being a super cheap removal spell seems useful alongside Flurry.
Furious Forebear
2.5 This'll trigger pretty often, but I don't think you'll have two spare mana around often enough for it to be nuts -- it's the kind of thing you start getting back late for some nice value, though.
Riverwheel Sweep
2 The base effect here has not performed well in Limited in the past -- as in, most of them have been 1.0 or so -- but the fact that this replaces itself makes a big difference, especially with Flurry.
Unrooted Ancestor
3 A three mana 3/2 isn't great, even with Flash -- but gaining indestructibility is no small thing, and will allow this to wreck many attacks -- while being a scarier attacker itself. It gets even better with Mobilize.
Rite of Renewal
2 You can use this to win longer games by getting your two best permanent decks, and the other effect can disrupt the opponent or be used to shuffle your best cards back into your deck.
Dirgur Island Dragon
2.5 This is two 1.5 cards stapled together -- but having an Omen does mean that this doesn't have the biggest downside about being a 6-drop -- that it doesn't do anything until you get to 6!
Fortress Kin-Guard
3.5 This is an excellent common. A two mana 1/2 that makes a 1/1 is an excellent rate, and this has another mode!
Abzan Devotee
2.5 This has the worst stat-line of all the devotees, but it's fixing you have access to even when you mill it.
Embermouth Sentinel
2.5 This is better than most versions of this card since it can legit be a 2-for-1 when you have a dragon.
Sagu Wildling
3 The Omen would probably be a playable card in this set on it's own since it's a nice way to fix. And while the creature isn't amazing, the life gain does make sure you get something out of it no matter what.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Narset's Rebuke
2 5 mana for 5 damage is pretty bad. It's just hard to feel good about spending that much mana to remove most creatures, but the exile clause is nice, and if you can spend the three mana it gives you on something you'll feel pretty good. Most of the time, you won't be able to make use of the mana though.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Songcrafter Mage
4 This is going to feel like a better Snapcaster Mage in many situations since it can help you cast the things it gives Harmonize too. Sometimes it won't have anything in the graveyard to target, though.
Effortless Master
3 When this is a 4-mana 6/5 with Vigilance and Menace it'll feel great -- and the baseline is fine too.
Static Snare
3.5 Paying 5 for this 100% of the time would be like a 2.0, but this will typically cost less. Keep in mind it counts attacking creatures either player controls.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
Nightblade Brigade
2.5 A three mana 1/3, even with death touch -- isn't great, but it comes with two other little pieces of value that help it out. Death touch + mobilize is a real pain for your opponent, and Surveil 1 can really help you out.
Meticulous Artisan
2 I don't love th starting stat-line, but it does fix and ramp your mana, and any time it attacks your opponent has to take into account the fact that it might grow.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Monastery Messenger
2 This is not card advantage, just selection -- and while that's a decent effect, it certainly isn't amazing. Even at three mana this is kind of underwhelming.
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
Kishla Village
3 Surveil doesn't quite net you a card like some of the other lands in this cycle, but it does improve your draws and load your graveyard which can really help in the late game.
Krumar Initiate
3 This is a little clunky to be sure, but it can make a whole lot of tokens -- or one big one, and that can help you take over a game.
Wingblade Disciple
3.5 While I don't love the baseline here, even just getting a single 1/1 flyer out of it is going to feel great.
Roamer's Routine
2.5 Spending three mana and not adding to the board is a little scary, but this gives you ramp and fixing in a format where that looks like what you want to be doing -- and it can ultimately generate a 2-for-1.
Bearer of Glory
2.5 This is a solid two drop that can attack well early thanks to first strike, and in the late game it can buff your whole board.
Seize Opportunity
2.5 The trick mode is great when it lines up correctly, and when it doesn't you have a pretty good draw spell for Red -- one likely to help with Flurry.
Dragon's Prey
3 Costing more against Dragons is a very real downside in this set, but it does a decent job against everything else.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
Mardu Devotee
3 This does so much for one mana. It's a body that blocks Mobilize tokens, it filters your mana, and it Scries. The Scry helps it maintain relevance when you draw it late, too.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Dragon Sniper
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
Dragon Sniper
3 This can trade for anything -- even dragons -- and it can even attack without giving up that ability.
Auroral Procession
2 This is a pretty underwhelming rate to get one card back from the graveyard, even with payoffs for doing so.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Unending Whisper
2.5 This gives you a 2-for-1 in the long run, and it's a cheap draw spell to help you get Flurry going.
Jeskai Devotee
2.5 This fiexes your mana well and can threaten to be a 3/3 when it attacks, allowing it to get through and/or trade reasonably well.
Fortress Kin-Guard
3.5 This is an excellent common. A two mana 1/2 that makes a 1/1 is an excellent rate, and this has another mode!
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 6: Temur Tawnyback
Unsparing Boltcaster
3 It feels like you'll be able to set this up to do 5 without too much trouble, thanks to mobilize. When you can, it'll feel great -- and when you can't, you won't feel terrible about a three mana 3/3.
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
Cruel Truths
2 This lets you see a lot of cards, but it's a little expensive for drawing 2 and not adding to the board.
Riling Dawnbreaker
3 This effectively fills two different spots on the curve which is great. It's not gonna feel amazing on two or 5, but it can do both serviceably, and that's a big deal.
Temur Tawnyback
3 I'm reasonably happy paying 4 for this, and paying 3 for it will feel great. Looting is super good in Limited, especially when there are two graveyard mechanics.
Monastery Messenger
2 This is not card advantage, just selection -- and while that's a decent effect, it certainly isn't amazing. Even at three mana this is kind of underwhelming.
Humbling Elder
3 Other cards like this have performed quite well. You'd be surprised how often you can flash this in and just kill something while keeping the Elder. It's also super cheap in a color where that really matters.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 7: Bloodfell Caves
Jeskai Brushmaster
4 A 4-mana 2/4 with just double strike would be good, but with Prowess in the mix blocking -- or not blocking -- this thing is an absolute nightmare.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
Rescue Leopard
2 This is here to enable Harmonize, but I'm a little skeptical you want to play a creature with very mediocre stats and a rummage trigger.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
Twin Bolt
3 Dividing damage is a big deal. Killing two X/1s with this feels great, and you can also use it to Shock your opponent, or do 1 to a creature and 1 to your opponent.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 8: Roiling Dragonstorm
Roiling Dragonstorm
2.5 The baseline here is sort of acceptable, and I think in most games you'll get to cast it a second time.
Armament Dragon
4 This will shift the board in a big way every time you cast it. At worst it's a 6/7 flyer, and most of the time you don't have to put all of your eggs in one basket.
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Focus the Mind
2.5 Casting this for 5 is pretty rough, but I think you'll be able to spend 3 often enough for it to be a soli draw spell.
Underfoot Underdogs
2.5 This activated ability isn't great, but the baseline of a three mana 1/2 and a 1/1 is fine. The ability may also play better in a format with lots of low-power Mobilize creatures.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Pack 2 Pick 9: Meticulous Artisan
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Underfoot Underdogs
2.5 This activated ability isn't great, but the baseline of a three mana 1/2 and a 1/1 is fine. The ability may also play better in a format with lots of low-power Mobilize creatures.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Meticulous Artisan
2 I don't love th starting stat-line, but it does fix and ramp your mana, and any time it attacks your opponent has to take into account the fact that it might grow.
Fortress Kin-Guard
3.5 This is an excellent common. A two mana 1/2 that makes a 1/1 is an excellent rate, and this has another mode!
Abzan Devotee
2.5 This has the worst stat-line of all the devotees, but it's fixing you have access to even when you mill it.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Meticulous Artisan
2 I don't love th starting stat-line, but it does fix and ramp your mana, and any time it attacks your opponent has to take into account the fact that it might grow.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
Bearer of Glory
2.5 This is a solid two drop that can attack well early thanks to first strike, and in the late game it can buff your whole board.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Mardu Devotee
3 This does so much for one mana. It's a body that blocks Mobilize tokens, it filters your mana, and it Scries. The Scry helps it maintain relevance when you draw it late, too.
Pack 2 Pick 13: Jeskai Devotee
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Jeskai Devotee
2.5 This fiexes your mana well and can threaten to be a 3/3 when it attacks, allowing it to get through and/or trade reasonably well.
Pack 2 Pick 14: Watcher of the Wayside
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Pack 3 Pick 1: Ambling Stormshell
Betor, Kin to All
5 It won't be hard for this to draw a card the turn it comes down. After all, it contributes 7 toughness -- so you just need three more to get there. And this is a huge dragon that can threaten to draw you even more cards on subsequent turns.
Ambling Stormshell
4.5 This is a massive road block that your opponent can't just ignore, and because of Ward they will never destroy it efficiently. It can protect you when it has to, and then turn into a turtle Ancestral Recall once you feel like you can attack. It's likely the cards you draw let you add to the board, making up for it being tapped.
Mammoth Bellow
4 This gives you two 5/5s, and that's quite the two for one. The first token can help you Harmonize the second one.
Encroaching Dragonstorm
2.5 Fixing is important in this format, and ramp looks real enough in Green for this to be solid.
Dalkovan Packbeasts
3 A three mana 0/4 with Vigilance isn't good -- but getting three 1/1 attackers every turn is, especially because there are so many good ways to take advantage of them in the format. If your opponent doesn't have big enough stuff to take the Packbeasts down, it's going to be a real problem for them.
Ainok Wayfarer
2.5 This'll set up your graveyard and help you hit a land drop reasonably often, and sometimes a 1/1 with a counter is what you want too.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Temur Tawnyback
3 I'm reasonably happy paying 4 for this, and paying 3 for it will feel great. Looting is super good in Limited, especially when there are two graveyard mechanics.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Monastery Messenger
2 This is not card advantage, just selection -- and while that's a decent effect, it certainly isn't amazing. Even at three mana this is kind of underwhelming.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 2: Scavenger Regent
Scavenger Regent
5 Even if this was always a dragon it'd be pretty good, since it's efficient and your opponent can't remove it without getting 2-for-1'd, but throw in the fact that this can be a sweeper when that's what you need, and this looks excellent.
Nature's Rhythm
1.5 This is just too clunky and expensive for Limited. Your deck isn't going to have sweet tool box creatures and the like -- it's going to have a bunch of Limited creatures, so overpaying for them isn't exactly amazing.
Skirmish Rhino
3 Baby Siege Rhino is definitely pretty good -- draining life is really strong in Limited since it alters races in such a big way.
Essence Anchor
1.5 / 3.5 An artifact that Surveils every upkeep isn't really worth this much mana, but if you have some ways to move cards out of your graveyard (and there are plenty of those) this turns into a very good value engine.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Monastery Messenger
2 This is not card advantage, just selection -- and while that's a decent effect, it certainly isn't amazing. Even at three mana this is kind of underwhelming.
Riling Dawnbreaker
3 This effectively fills two different spots on the curve which is great. It's not gonna feel amazing on two or 5, but it can do both serviceably, and that's a big deal.
Stormshriek Feral
2.5 The Omen is good at getting Flurry going, and the creature -- while not amazing, does come with Haste so it can often get in for damage before your opponent takes it down.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 3: Molten Exhale
Venerated Stormsinger
3 Draining 1 life for every mobilize token is amazing, and this will do a lot more than that. It also counts itself, so it'll usually at least drain 1 life as a fail case.
Sultai Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Dragonstorm Forecaster
0.0 / 1.5 This can grab two cards that you probably shouldn't play in this format. Even drawing bad cards can be okay, but spending two generic to do it is pretty rough. Even if you have a couple card to draw with it, I think it maxes out at a 1.5.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Seize Opportunity
2.5 The trick mode is great when it lines up correctly, and when it doesn't you have a pretty good draw spell for Red -- one likely to help with Flurry.
Ainok Wayfarer
2.5 This'll set up your graveyard and help you hit a land drop reasonably often, and sometimes a 1/1 with a counter is what you want too.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Molten Exhale
4 Even if this was Sorcery-speed 100% of the time it'd be a very good card. Two mana for 4 damage is a great rate and you can trade up, sometimes in a big way. So, the fact that this'll be an instant a significant chunk of the time is amazing.
Dragon's Prey
3 Costing more against Dragons is a very real downside in this set, but it does a decent job against everything else.
Ureni's Rebuff
2.5 Without Harmonize this wouldn't be great -- it's a bad Unsummon. But adding Harmonzie to the mix changes the equation in a big way, since you'll often cast it twice.
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
Narset's Rebuke
2 5 mana for 5 damage is pretty bad. It's just hard to feel good about spending that much mana to remove most creatures, but the exile clause is nice, and if you can spend the three mana it gives you on something you'll feel pretty good. Most of the time, you won't be able to make use of the mana though.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Iceridge Serpent
2.5 It's a tiny bit overcosted, but it's still a fairly relevant body that subtracts from your opponent's board.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Mardu Devotee
3 This does so much for one mana. It's a body that blocks Mobilize tokens, it filters your mana, and it Scries. The Scry helps it maintain relevance when you draw it late, too.
Dragon's Prey
3 Costing more against Dragons is a very real downside in this set, but it does a decent job against everything else.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 5: Sagu Wildling
Narset, Jeskai Waymaster
3 Her ability can help you reload your hand late -- I mean, once you're in topdeck mode on turns when you draw a spell, she basically draws you a card each time. She's pretty mediocre earlier in the game though when you don't really want to discard.
Sonic Shrieker
4 Whether you drain your opponent's life and make them discard, or kill one of their creatures and gain 2, the investment here is very much worth it since it's a 2-for1.
Hardened Tactician
4 This is one of the best payoffs for Mobilize, as turning those tokens into actual cards is insane -- and it works with Endure, too.
Abzan Devotee
2.5 This has the worst stat-line of all the devotees, but it's fixing you have access to even when you mill it.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Sagu Wildling
3 The Omen would probably be a playable card in this set on it's own since it's a nice way to fix. And while the creature isn't amazing, the life gain does make sure you get something out of it no matter what.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Bearer of Glory
2.5 This is a solid two drop that can attack well early thanks to first strike, and in the late game it can buff your whole board.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 6: Piercing Exhale
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
Essence Anchor
1.5 / 3.5 An artifact that Surveils every upkeep isn't really worth this much mana, but if you have some ways to move cards out of your graveyard (and there are plenty of those) this turns into a very good value engine.
Sage of the Fang
3 The baseline here -- a three mana 3/3 -- is pretty decent, and it can go wild if you have more counters.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Reigning Victor
2.5 The enters trigger often gives you a nice attack, and a creature with Mobilize is exactly what you want in Mardu.
Summit Intimidator
2 This trigger can be really good when you're the beat down and curving out. But it can also be useless if you're at parity or behind.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Piercing Exhale
3.5 This effect is great at instant speed, since you need to find a window when it's safe to cast -- otherwhise you risk a 2-for-1, and an instant can obviously be cast in a wider variety of situations than a Sorcery can. Also, when you do get to surveil with this it'll feel amazing.
Pack 3 Pick 7: Iceridge Serpent
Tempest Hawk
1.5 Wind Drakes are pretty mediocre these days, and this one has to get in for you to get another copy -- and in a set with lots of efficient flyers, I don't see that happening enough.
Iceridge Serpent
2.5 It's a tiny bit overcosted, but it's still a fairly relevant body that subtracts from your opponent's board.
Twin Bolt
3 Dividing damage is a big deal. Killing two X/1s with this feels great, and you can also use it to Shock your opponent, or do 1 to a creature and 1 to your opponent.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Ainok Wayfarer
2.5 This'll set up your graveyard and help you hit a land drop reasonably often, and sometimes a 1/1 with a counter is what you want too.
Caustic Exhale
4 If this always cost 2 mana it'd be a great removal spell, but it will cost one mana reasonably often -- at which point it's absurd.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
Host of the Hereafter
3.5 If it's alone, it's a 4-mana 4/4 that lets you put two counters on something when it dies, but it helps all your other counter cards, too.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Ringing Strike Mastery
2 It's frustrating that this kind of gets irrelevant in long games, but being a super cheap removal spell seems useful alongside Flurry.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Piercing Exhale
3.5 This effect is great at instant speed, since you need to find a window when it's safe to cast -- otherwhise you risk a 2-for-1, and an instant can obviously be cast in a wider variety of situations than a Sorcery can. Also, when you do get to surveil with this it'll feel amazing.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 9: Encroaching Dragonstorm
Encroaching Dragonstorm
2.5 Fixing is important in this format, and ramp looks real enough in Green for this to be solid.
Ainok Wayfarer
2.5 This'll set up your graveyard and help you hit a land drop reasonably often, and sometimes a 1/1 with a counter is what you want too.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Pack 3 Pick 10: Nature's Rhythm
Nature's Rhythm
1.5 This is just too clunky and expensive for Limited. Your deck isn't going to have sweet tool box creatures and the like -- it's going to have a bunch of Limited creatures, so overpaying for them isn't exactly amazing.
Skirmish Rhino
3 Baby Siege Rhino is definitely pretty good -- draining life is really strong in Limited since it alters races in such a big way.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Pack 3 Pick 11: Krotiq Nestguard
Sultai Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Mardu Devotee
3 This does so much for one mana. It's a body that blocks Mobilize tokens, it filters your mana, and it Scries. The Scry helps it maintain relevance when you draw it late, too.
Pack 3 Pick 13: Temur Devotee
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Pack 3 Pick 14: Sandskitter Outrider
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.