Eshki Dragonclaw
3.5 It's pretty hard to trigger this, but one trigger is more than enough when a creature has this good of a baseline.
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.
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
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.
Knockout Maneuver
3 This is a nce removal spell for Green, and the counter has extra value in this format.
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.
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.
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.
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.
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.
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Sagu Pummeler
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
Synchronized Charge
3 The base form of this card is very solid, and Harmonizing it late is likely to have a big impact on the board in a format with lots of counters.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
Stormplain Detainment
3 As usual, Banishing Light-like cards are pretty good in Limited. It's not the most efficient thing ever and it's Sorcery speed, but it can hit any nonland.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Corroding Dragonstorm
2.5 This has a pretty solid base effect, and recasting it even once is going to feel like you're doing something sweet.
Mystic Monastery
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
Synchronized Charge
3 The base form of this card is very solid, and Harmonizing it late is likely to have a big impact on the board in a format with lots of counters.
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.
Salt Road Packbeast
4 This is an excellent common. Paying the base cost isn't a disaster, and it will virtually always cost a lot less while generating a nice 2-for-1.
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.
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.
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.
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.
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.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 4: Frostcliff Siege
Frostcliff Siege
3 Both of these modes really require you to have a significant board to do something meaningful, and need for you to be ahead to really get going.
Fresh Start
1.5 This type of removal is rarely good because it doesn't deliver a card worth of value. After all, what you put it on can still block -- and if it had high toughness, that's going to feel particularly brutal.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
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.
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.
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.
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.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Narset's Rebuke
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.
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.
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.
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.
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.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 6: Mystic Monastery
Fresh Start
1.5 This type of removal is rarely good because it doesn't deliver a card worth of value. After all, what you put it on can still block -- and if it had high toughness, that's going to feel particularly brutal.
Mystic Monastery
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 7: Sultai Monument
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
Jeskai 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.
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.
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.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 9: Temur Tawnyback
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.
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.
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.
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.
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.
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.
Pack 1 Pick 10: Ringing Strike Mastery
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.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Corroding Dragonstorm
2.5 This has a pretty solid base effect, and recasting it even once is going to feel like you're doing something sweet.
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.
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 1 Pick 12: Meticulous Artisan
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.
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.
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 13: Twin Bolt
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.
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.
Pack 1 Pick 14: Tranquil Cove
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 1: Shock Brigade
Zurgo, Thunder's Decree
4 This is a very real upgrade to your mobilize, and Zurgo even comes with it.
Hollowmurk Siege
5 That Abzan mode is an absolute beating that will snowball in a hurry and result in your opponent taking tons of damage -- and if you're in a spot where you need to dig deeper into your library and have lots of counter stuff, you can choose the other mode.
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.
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.
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.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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!
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.
Iridescent Tiger
2 This'll be great when you can slam another spell with the mana it produces. Problem is, you won't be able to do that all that often.
Corroding Dragonstorm
2.5 This has a pretty solid base effect, and recasting it even once is going to feel like you're doing something sweet.
Traveling Botanist
3.5 This has nice stats and this trigger is pretty sweet. You either draw a card or Surveil 1, and I'm happy with either.
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.
Snakeskin Veil
3 This is a super annoying trick that blanks removal super efficiently while leaving behind a very real buff, and it can even do the job in combat.
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.
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.
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.
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.
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.
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.
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.
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.
Breaching Dragonstorm
1.5 Most of the time you won't hit something worth 5 mana. It does get sweet if you hit a dragon, though -- as you'll cast it and put the storm back in your hand. That'll feel great, but the rest of the time? It'll be pretty awful.
Dragon Sniper
3 This can trade for anything -- even dragons -- and it can even attack without giving up that ability.
Lie in Wait
4 This is a very powerful 2-for-1, and while it isn't always going to be online, it won't be too difficult to get it there either.
Alesha's Legacy
2.5 This is a solid trick since it saves a creature from most removal and allows a creature to win virtually any combat.
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.
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.
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!
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Swiftwater Cliffs
Auroral Procession
2 This is a pretty underwhelming rate to get one card back from the graveyard, even with payoffs for doing so.
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.
Gurmag Rakshasa
4 This enters trigger will often kill something and make one of your creatures into a much better attacker for a turn, and then you have a 5/5 Menace that your opponent likely just can't ignore.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
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.
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.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Mammoth Bellow
Attuned Hunter
3 This has a passable baseline and getting even one counter on is doable -- and it'll feel pretty good.
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.
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.
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
Pack 2 Pick 6: Flamehold Grappler
Flamehold Grappler
3.5 When you can copy a spell with this it's going to feel great, and you'll never feel bad about having a 3/3 with First Strike.
Flamehold Grappler
3.5 When you can copy a spell with this it's going to feel great, and you'll never feel bad about having a 3/3 with First Strike.
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.
Encroaching Dragonstorm
2.5 Fixing is important in this format, and ramp looks real enough in Green for this to be solid.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 7: Blossoming Sands
Alchemist's Assistant
3 A two mana 2/1 with lifelink is already playable, and getting lifelink out of your graveyard is pretty sweet.
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.
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.
Snakeskin Veil
3 This is a super annoying trick that blanks removal super efficiently while leaving behind a very real buff, and it can even do the job in combat.
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 8: Trade Route Envoy
Jeskai 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.
Gurmag Rakshasa
4 This enters trigger will often kill something and make one of your creatures into a much better attacker for a turn, and then you have a 5/5 Menace that your opponent likely just can't ignore.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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!
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 9: Veteran Ice Climber
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.
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Corroding Dragonstorm
2.5 This has a pretty solid base effect, and recasting it even once is going to feel like you're doing something sweet.
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.
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.
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.
Breaching Dragonstorm
1.5 Most of the time you won't hit something worth 5 mana. It does get sweet if you hit a dragon, though -- as you'll cast it and put the storm back in your hand. That'll feel great, but the rest of the time? It'll be pretty awful.
Alesha's Legacy
2.5 This is a solid trick since it saves a creature from most removal and allows a creature to win virtually any combat.
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.
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.
Pack 2 Pick 12: Fire-Rim Form
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
Pack 2 Pick 13: Humbling Elder
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.
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.
Pack 2 Pick 14: Dragonstorm Forecaster
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.
Pack 3 Pick 1: Knockout Maneuver
Temur Battlecrier
3 This will reduce the cost of spells all on it's own, but it's the kind of effect that has diminishing returns the longer the game goes on.
Wayspeaker Bodyguard
2.5 It feels like this enters trigger will usually give you something back, and the Flurry trigger will be nice in aggro decks.
Knockout Maneuver
3 This is a nce removal spell for Green, and the counter has extra value in this format.
Yathan Tombguard
3 Black has lots of counters in this set, so drawing cards with this isn't a pipe dream. It's even a good place to put counters in the first place thanks to Menace.
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.
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 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.
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.
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.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 2: Mystic Monastery
United Battlefront
0 This is way too narrow for Limited. Your deck won't have enough nonland permanents with mana value 3 or less for you to consistently hit even one card with it, much less two.
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.
Formation Breaker
3 Putting counters on this can be sweet since it becomes bigger and so much harder to block.
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.
Mystic Monastery
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 3: Kishla Trawlers
Kishla Trawlers
2.5 I don't love that this asks for two separate card types to be in your graveyard for it to do anything, but it's true that when it can get something back it'll feel pretty powerful.
Dragon Sniper
3 This can trade for anything -- even dragons -- and it can even attack without giving up that ability.
War Effort
2 Just the buff and a 1/1 every turn isn't really worth a card most of the time -- but if you've gone wid enough, that buff gets much better.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
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.
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!
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 4: Champion of Dusan
Mistrise Village
1 This effect is rarely relevant in Limited, so this is mostly an Island with downside.
Thunder of Unity
3 This never adds to the board on it's own, but presumably the cards it draws you will help you add to the board on subsequent turns and the drain life effect is nuts with Mobilize.
Alchemist's Assistant
3 A two mana 2/1 with lifelink is already playable, and getting lifelink out of your graveyard is pretty sweet.
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.
Delta Bloodflies
2 If you can play this on two and put counters on it or your other stuff, it can chip in for a lot of damage -- but it's going to get outclassed by dragons pretty quickly.
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.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Glacial Dragonhunt
3 It's hard to be upset with a removal spell you can cast twice, and this one can also just be used to draw a card in a pinch.
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.
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.
Osseous Exhale
3 This is a little bit narrow, and aggro decks won't love that a creature gets to block before they can use this, but it is reasonably efficient and will gain you life sometimes.
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.
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.
Delta Bloodflies
2 If you can play this on two and put counters on it or your other stuff, it can chip in for a lot of damage -- but it's going to get outclassed by dragons pretty quickly.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 6: Temur Tawnyback
Iridescent Tiger
2 This'll be great when you can slam another spell with the mana it produces. Problem is, you won't be able to do that all that often.
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.
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.
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.
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.
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.
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.
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.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 7: Riverwheel Sweep
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.
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.
Kheru Goldkeeper
3.5 This is inefficient as a creature, but it's going to be able to pay you back with treasure -- and it's Renew ability can make almost any creature into a threat.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Iceridge Serpent
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.
Desperate Measures
1.5 // 3.5 If you have lots of Mobilize, this becomes a one mana draw 2 which is great -- and it has lots of other modes too.
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.
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.
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.
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.
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.
Pack 3 Pick 9: Meticulous Artisan
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.
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.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Pack 3 Pick 10: Dispelling Exhale
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
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 3 Pick 11: Dispelling Exhale
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Pack 3 Pick 12: Mistrise Village
Mistrise Village
1 This effect is rarely relevant in Limited, so this is mostly an Island with downside.
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.
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.
Pack 3 Pick 13: Tempest Hawk
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.
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.
Pack 3 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.