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.
Overwhelming Surge
3 Three mana for 3 damage on an Instant is pretty good -- though not great. This will occasionally nab you a 2-for-1 though, which is nice.
Formation Breaker
3 Putting counters on this can be sweet since it becomes bigger and so much harder to block.
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.
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
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!
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.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Caustic Exhale
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.
Sandsteppe Citadel
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
Jeskai Shrinekeeper
3 If you can get in with this right away it'll feel pretty good. Problem is, the stat-line is very bad and other dragons in the set at the same mana value -- or cheaper -- are going to outclass it.
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.
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.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 3: Host of the Hereafter
The Sibsig Ceremony
0 There's just no way to get this going in Limited. Youl would need every creature in your deck to either be very cheap or have an enters or death trigger, and that's not happening.
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.
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.
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.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
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.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Sagu Wildling
Nomad Outpost
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
Zurgo's Vanguard
2.5 This'll often have pretty high power, and it can help raise it's own power thanks to Mobilize.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
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.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 6: Riverwalk Technique
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.
Zurgo's Vanguard
2.5 This'll often have pretty high power, and it can help raise it's own power thanks to Mobilize.
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.
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.
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.
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.
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.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 7: Sunset Strikemaster
The Sibsig Ceremony
0 There's just no way to get this going in Limited. Youl would need every creature in your deck to either be very cheap or have an enters or death trigger, and that's not happening.
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.
Sunset Strikemaster
4 This red mana dork is sweet, as it can help with your mana in a big way. Dropping 4-drops when your opponent only has 3 mana is sweet -- and once you don't really need mana anymore, it can take down dragons.
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.
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.
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.
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.
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.
Pack 1 Pick 8: Undergrowth Leopard
Dragonbroods' Relic
1.5 // 3.5 This is an almost adequate mana rock, and the token it makes it the late game is pretty amazing. If you don't have amazing mana, it's not very good -- but if you can use the activated ability, you'll be pretty happy with this.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Lightfoot Technique
2.5 This is a nice trick -- it blanks removal, can often win combat, and has the upside of sending something to the sky to swing in for lethal -- or block a dragon out of nowhere.
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.
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!
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.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 10: Unsparing Boltcaster
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.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
Pack 1 Pick 11: Effortless Master
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
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.
Pack 1 Pick 13: Jeskai Devotee
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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 1 Pick 14: Meticulous Artisan
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.
Pack 2 Pick 1: Fangkeeper's Familiar
Fangkeeper's Familiar
4 This can generate a 2-for-1 in most scenarios and provide all kinds of disruption.
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.
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.
Dragonbroods' Relic
1.5 // 3.5 This is an almost adequate mana rock, and the token it makes it the late game is pretty amazing. If you don't have amazing mana, it's not very good -- but if you can use the activated ability, you'll be pretty happy with this.
Purging Stormbrood
3.5 You'll cast the trick early when it's good -- which'll be pretty often -- and in the late game you get a pretty sweet dragon.
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.
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.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 2: Jungle Hollow
Yathan Roadwatcher
4.5 This'll usually have something to reanimate, and paying 4 mana for a 3/3 + something that costs 2 or 3 mana is going to feel like a great deal.
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.
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.
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.
Aegis Sculptor
3 A 4-mana 2/3 with Flying and Ward 2 isn't great, but if you even get one counter on it, you're going to feel pretty good about things -- and that seems eminently doable.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
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.
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.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 3: Dusyut Earthcarver
Sidisi, Regent of the Mire
1.5 It's tough to make this activated ability do anything meaningful. Giving up something on board for a creature that might be slightly better isn't very appealing, and even making that line up in the first place is challenging.
Dracogenesis
0 Omniscience is terrible in Limited, and this is worse. Once you spend this mana you don't really need to be able to put things into play for free.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Ureni's Rebuff
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Dirgur Island Dragon
Rediscover the Way
3 It's a little slow and it never adds to the board, but it gives you lots of value for three mana.
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.
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.
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.
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.
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.
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.
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!
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 6: Venerated Stormsinger
Glacierwood Siege
1 Neither of these modes is very meaningful in Limited. Milling your opponent out is possible, though difficult to achieve -- and playing lands from the graveyard is almost entirely relevant.
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
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.
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.
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.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
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.
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.
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!
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.
Pack 2 Pick 8: Unending Whisper
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
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.
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.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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 9: Cruel Truths
Dragonbroods' Relic
1.5 // 3.5 This is an almost adequate mana rock, and the token it makes it the late game is pretty amazing. If you don't have amazing mana, it's not very good -- but if you can use the activated ability, you'll be pretty happy with this.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 10: Embermouth Sentinel
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
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 11: Riverwalk Technique
Dracogenesis
0 Omniscience is terrible in Limited, and this is worse. Once you spend this mana you don't really need to be able to put things into play for free.
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.
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.
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.
Pack 2 Pick 12: Sandskitter Outrider
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
Pack 2 Pick 13: Rediscover the Way
Rediscover the Way
3 It's a little slow and it never adds to the board, but it gives you lots of value for three 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.
Cori-Steel Cutter
4 The equipment without Flurry is kind of passable, and with it, it's amazing. Just one token will feel like you're getting a steal, and more than that will feel amazing.
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.
Mardu 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.
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.
Purging Stormbrood
3.5 You'll cast the trick early when it's good -- which'll be pretty often -- and in the late game you get a pretty sweet dragon.
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!
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.
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.
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.
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 2: Sagu Wildling
New Way Forward
1 This is too reactive. There will be times where it's insane of course -- but there will also be times where it's useless or effectively useless, and those'll be more common.
Shocking Sharpshooter
3.5 This stat-line + Reach has performed well of-late, and this format is very much geared towards this triggered ability. Red decks will have no shortage of ways to generate multiple bodies.
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.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
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.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 3: Lie in Wait
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.
Frontline Rush
3.5 If you've already gone wide this is a great trick, and if you haven't, it can help you do it.
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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!
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.
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.
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.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 4: Dismal Backwater
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.
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.
Fleeting Effigy
1.5 This is supposed to enable Flurry, but it seems to me there are way better ways to do that than a creature who is never on the battlefield during your opponents turn, and one that takes a ton of mana just to be able to trade when it attacks.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
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.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 5: Heritage Reclamation
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
Rainveil Rejuvenator
2.5 The stats aren't great, but this goes well in mill and ramp strategies, which seem to be there for the taking in Green.
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.
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.
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.
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.
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.
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.
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.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 6: Desperate Measures
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.
Rakshasa's Bargain
3 This is a really good draw spell, especially when you only pay three. It loads up the graveyard and gives you a 2-for-1.
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.
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.
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.
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 7: Iceridge Serpent
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.
Overwhelming Surge
3 Three mana for 3 damage on an Instant is pretty good -- though not great. This will occasionally nab you a 2-for-1 though, which is nice.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 8: Thornwood Falls
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.
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.
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.
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.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 9: Dirgur Island Dragon
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.
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!
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 10: Humbling Elder
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Pack 3 Pick 11: Bewildering Blizzard
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Pack 3 Pick 12: Jeskai Monument
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.
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.
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 13: Stormshriek Feral
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.
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.
Pack 3 Pick 14: Sarkhan's Resolve
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.