Voice of Victory
3 A two mana 1/3 with Mobilize 2 is a pretty nice rate, and that's most of where this card's value comes from. Although, it's nice knowing that your tricks can't be blown out when this is in play.
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.
Auroral Procession
2 This is a pretty underwhelming rate to get one card back from the graveyard, even with payoffs for doing so.
Inspirited Vanguard
4 The baseline here is basically a 5-mana 3/2 and a 2/2, but it's so much better than that -- not only because it can just be one big creature, but also because endure keeps triggering when it attacks. So it can grow itself, or spit out more tokens -- either way, you're going to feel good about things.
Abzan Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
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.
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.
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.
Riling Dawnbreaker
3 This effectively fills two different spots on the curve which is great. It's not gonna feel amazing on two or 5, but it can do both serviceably, and that's a big deal.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Shock Brigade
Runescale Stormbrood
3 You'll fire this off as a counterspell when you have the mana up and a target, but most of the time you're casting this as a medium dragon.
Karakyk Guardian
3 This creature is mostly all stats, but having hexproof until it damages something is nice and means that it can usually get in for a hit before they can kill it. Just don't block a mobilize token with it.
Constrictor Sage
3 Without Renew this is pretty solid, and with it this can provide a really nice effect out of the graveyard.
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.
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.
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.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 3: Mardu Devotee
Rite of Renewal
2 You can use this to win longer games by getting your two best permanent decks, and the other effect can disrupt the opponent or be used to shuffle your best cards back into your deck.
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.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Mardu Devotee
3 This does so much for one mana. It's a body that blocks Mobilize tokens, it filters your mana, and it Scries. The Scry helps it maintain relevance when you draw it late, too.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 4: Zurgo's Vanguard
Zurgo's Vanguard
2.5 This'll often have pretty high power, and it can help raise it's own power thanks to Mobilize.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Mardu Devotee
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
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.
Monastery Messenger
2 This is not card advantage, just selection -- and while that's a decent effect, it certainly isn't amazing. Even at three mana this is kind of underwhelming.
Humbling Elder
3 Other cards like this have performed quite well. You'd be surprised how often you can flash this in and just kill something while keeping the Elder. It's also super cheap in a color where that really matters.
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!
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.
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.
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.
Mardu Devotee
3 This does so much for one mana. It's a body that blocks Mobilize tokens, it filters your mana, and it Scries. The Scry helps it maintain relevance when you draw it late, too.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 6: Duty Beyond Death
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.
Duty Beyond Death
1.5 // 3.0 If you have lots of Mobilize this is at it's best, since Mobilize tokens are temporary anyway -- and buffing your whole board and making it indestructible is pretty strong when you aren't actually giving something up.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 7: Reigning Victor
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.
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.
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.
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.
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.
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.
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!
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 8: Wind-Scarred Crag
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
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.
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.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 9: Worthy Cost
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.
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.
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.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Pack 1 Pick 10: Rebellious Strike
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.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 11: Monastery Messenger
Rite of Renewal
2 You can use this to win longer games by getting your two best permanent decks, and the other effect can disrupt the opponent or be used to shuffle your best cards back into your deck.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Pack 1 Pick 12: Rebellious Strike
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.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 13: Fortress Kin-Guard
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!
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Pack 1 Pick 14: Snowmelt Stag
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 2 Pick 1: Windcrag Siege
Naga Fleshcrafter
4.5 Clones that can copy any creature always perform super well, because they'll always be the best creature on the board -- and the Renew ability has a fine baseline of buffing something, and sometimes it'll be downright absurd.
Windcrag Siege
4.5 Getting a free token every turn adds up in a hurry, and if you have a bunch of Mobilize on the board, the Mardu mode is likely to do a ton of work.
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.
Sunpearl Kirin
4 A two mana 2/1 with Flash and Flying is already playable, and this has massive upside. As usual the bounce effect can save a creature or rebuy an "enters" trigger, but in this case you can also give up a Mobilize token to draw a card, which is pretty sweet.
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.
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.
Verdant Catacombs
3 These give you good fixing, but there aren't any dual or tri-lands in the set with basic land types, so you're always getting basics.
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.
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.
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.
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.
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.
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!
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 2: Marshal of the Lost
Marshal of the Lost
3 The stat-line here is rough, but this does offer a buff the turn it comes down, provided you can attack.
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.
Sonic Shrieker
4 Whether you drain your opponent's life and make them discard, or kill one of their creatures and gain 2, the investment here is very much worth it since it's a 2-for1.
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.
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.
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.
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.
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.
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.
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.
Dragon's Prey
3 Costing more against Dragons is a very real downside in this set, but it does a decent job against everything else.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 3: Hardened Tactician
Felothar, Dawn of the Abzan
3.5 If you have expendable tokens -- like you know, those with Mobilize - Felothar is going to be very strong.
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.
Wail of War
2.5 The second mode on this card usually makes for a playable card in Limited, but it can be awkward because it's only good later. So it's great they gave this a mode that can be useful in the early game for picking off X/1s.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
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.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Bone-Cairn Butcher
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.
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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.
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.
Underfoot Underdogs
2.5 This activated ability isn't great, but the baseline of a three mana 1/2 and a 1/1 is fine. The ability may also play better in a format with lots of low-power Mobilize creatures.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
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.
Riling Dawnbreaker
3 This effectively fills two different spots on the curve which is great. It's not gonna feel amazing on two or 5, but it can do both serviceably, and that's a big deal.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Lightfoot Technique
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.
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.
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.
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.
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 6: Marshal of the Lost
Marshal of the Lost
3 The stat-line here is rough, but this does offer a buff the turn it comes down, provided you can attack.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for 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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 7: Bone-Cairn Butcher
Great Arashin City
3.5 Turning stuff into your graveyard into on-board presence is exactly what you want to be doing in the late game when you're flooding out.
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
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.
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.
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.
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.
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.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Pack 2 Pick 8: Stormshriek Feral
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 9: Sunpearl Kirin
Sunpearl Kirin
4 A two mana 2/1 with Flash and Flying is already playable, and this has massive upside. As usual the bounce effect can save a creature or rebuy an "enters" trigger, but in this case you can also give up a Mobilize token to draw a card, which is pretty sweet.
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.
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.
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.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 10: Sonic Shrieker
Sonic Shrieker
4 Whether you drain your opponent's life and make them discard, or kill one of their creatures and gain 2, the investment here is very much worth it since it's a 2-for1.
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.
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.
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.
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 2 Pick 11: Reigning Victor
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 12: Nightblade Brigade
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.
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.
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.
Pack 2 Pick 13: Kin-Tree Nurturer
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.
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 2 Pick 14: Watcher of the Wayside
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Pack 3 Pick 1: Avenger of the Fallen
Avenger of the Fallen
4 When this can't Mobilize super well it's a good defensive creature, and when it can mobilize lots of tokens it's a frightening attacker. Your opponent has to give something up to kill it because of death touch too, and that's not always easy against a 2/4.
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.
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.
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.
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.
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.
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.
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.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
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!
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 2: Salt Road Skirmish
Great Arashin City
3.5 Turning stuff into your graveyard into on-board presence is exactly what you want to be doing in the late game when you're flooding out.
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.
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.
Salt Road Skirmish
3 4 mana for sorcery-speed destroy target creature isn't great -- but adding two temporary tokens to the board is a very real upgrade. Between the removal and those new bodies, you're likely to have a much better combat than your opponent expected.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for 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.
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.
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.
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.
Formation Breaker
3 Putting counters on this can be sweet since it becomes bigger and so much harder to block.
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.
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.
Wail of War
2.5 The second mode on this card usually makes for a playable card in Limited, but it can be awkward because it's only good later. So it's great they gave this a mode that can be useful in the early game for picking off X/1s.
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!
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!
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 4: Worthy Cost
Mistrise Village
1 This effect is rarely relevant in Limited, so this is mostly an Island with downside.
Wingblade Disciple
3.5 While I don't love the baseline here, even just getting a single 1/1 flyer out of it is going to feel great.
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.
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.
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.
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.
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.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Pack 3 Pick 5: Dragonback Lancer
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.
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.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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.
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.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 6: Twin Bolt
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.
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.
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.
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.
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.
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.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 7: Wild Ride
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.
Rite of Renewal
2 You can use this to win longer games by getting your two best permanent decks, and the other effect can disrupt the opponent or be used to shuffle your best cards back into your deck.
Alchemist's Assistant
3 A two mana 2/1 with lifelink is already playable, and getting lifelink out of your graveyard is pretty sweet.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Pack 3 Pick 8: Frontline Rush
Kin-Tree Severance
3.5 This'll always feel like a pretty good deal since you can usuall trade up.
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.
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.
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.
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!
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.
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.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
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.
Pack 3 Pick 10: Reigning Victor
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for 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.
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.
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.
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!
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Pack 3 Pick 12: Dispelling Exhale
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.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Pack 3 Pick 13: Devoted Duelist
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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 14: Riverwheel Sweep
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.