Zurgo, Thunder's Decree
4 This is a very real upgrade to your mobilize, and Zurgo even comes with it.
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.
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.
Rally the Monastery
3 Casting this for 4 is acceptable because it has three very useful modes -- and casting it for two is amazing, and super doable.
Strategic Betrayal
3 Exiling graveyards matters in a big way in this format, and two mana edicts are usually playable to begin with.
Dragonclaw Strike
3.5 This will allow you to remove a creature in most situations and then smash in with a huge augmented creature.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
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.
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.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Awaken the Honored Dead
Awaken the Honored Dead
4 Most of the value here comes from the first chapter, but it's pretty sweet you get a bunch of extra stuff after casting a good removal spell.
Cori Mountain Monastery
3.5 Having a land that turns into a card-drawing engine in the late game is pretty great, especially when this won't enter tapped all that often.
Frontier Bivouac
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Ainok Wayfarer
2.5 This'll set up your graveyard and help you hit a land drop reasonably often, and sometimes a 1/1 with a counter is what you want too.
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.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 3: Salt Road Packbeast
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.
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.
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
Arid Mesa
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
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.
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.
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.
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.
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.
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!
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.
Rally the Monastery
3 Casting this for 4 is acceptable because it has three very useful modes -- and casting it for two is amazing, and super doable.
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.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
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.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Jeskai Devotee
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Summit Intimidator
2 This trigger can be really good when you're the beat down and curving out. But it can also be useless if you're at parity or behind.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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.
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.
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.
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.
Stillness in Motion
0 This basically does nothing in Limited. There are self-mill decks in the format to be sure, but a card that only does that is a liability.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
Frontier Bivouac
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
Abzan Devotee
2.5 This has the worst stat-line of all the devotees, but it's fixing you have access to even when you mill it.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 7: Lightfoot Technique
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
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.
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.
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.
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!
Hundred-Battle Veteran
4 A 4-mana 4/2 is usually pretty bad, but this one can be cast from the graveyard once -- and that's already a 2-for-1. Throw in the fact it'll be a 6/6 sometimes, something that is more likely when you bring it back since it brings a Finality counter with 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.
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.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
Dragonclaw Strike
3.5 This will allow you to remove a creature in most situations and then smash in with a huge augmented creature.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Pack 1 Pick 10: Devoted Duelist
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Devoted Duelist
1.5 This is super underwhelming. The Flurry trigger is weak and the stat-line is bad. If you need a two drop, you'll play it -- but only if you don't have something better. And hopefully you do.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Pack 1 Pick 11: Rescue Leopard
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
Rescue Leopard
2 This is here to enable Harmonize, but I'm a little skeptical you want to play a creature with very mediocre stats and a rummage trigger.
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.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Meticulous Artisan
2 I don't love th starting stat-line, but it does fix and ramp your mana, and any time it attacks your opponent has to take into account the fact that it might grow.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Pack 1 Pick 13: Summit Intimidator
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.
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.
Pack 2 Pick 1: Purging Stormbrood
Teval, Arbiter of Virtue
4 It's a little bit dangerous, but being able to cast spells on the cheap and getting a huge lifelink dragon will mostly offset the downside.
Disruptive Stormbrood
3.5 The Omen here is a good removal spell, so it's nice it can sometimes be a dragon + Naturalize.
Auroral Procession
2 This is a pretty underwhelming rate to get one card back from the graveyard, even with payoffs for doing so.
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.
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.
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
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.
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.
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.
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.
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.
Devoted Duelist
1.5 This is super underwhelming. The Flurry trigger is weak and the stat-line is bad. If you need a two drop, you'll play it -- but only if you don't have something better. And hopefully you do.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 2: Wayspeaker Bodyguard
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.
Temur Battlecrier
3 This will reduce the cost of spells all on it's own, but it's the kind of effect that has diminishing returns the longer the game goes on.
Wayspeaker Bodyguard
2.5 It feels like this enters trigger will usually give you something back, and the Flurry trigger will be nice in aggro decks.
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.
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.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
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.
Kin-Tree Nurturer
3.5 A three mana 2/1 with lifelink that makes a 1/1 is a good card, and this has flexibility beyond that.
Devoted Duelist
1.5 This is super underwhelming. The Flurry trigger is weak and the stat-line is bad. If you need a two drop, you'll play it -- but only if you don't have something better. And hopefully you do.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 3: Fortress Kin-Guard
Kheru Goldkeeper
3.5 This is inefficient as a creature, but it's going to be able to pay you back with treasure -- and it's Renew ability can make almost any creature into a threat.
Jeskai Brushmaster
4 A 4-mana 2/4 with just double strike would be good, but with Prowess in the mix blocking -- or not blocking -- this thing is an absolute nightmare.
Sagu Wildling
3 The Omen would probably be a playable card in this set on it's own since it's a nice way to fix. And while the creature isn't amazing, the life gain does make sure you get something out of it no matter what.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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!
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Cori Mountain Stalwart
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.
Static Snare
3.5 Paying 5 for this 100% of the time would be like a 2.0, but this will typically cost less. Keep in mind it counts attacking creatures either player controls.
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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!
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Salt Road Packbeast
Formation Breaker
3 Putting counters on this can be sweet since it becomes bigger and so much harder to block.
Auroral Procession
2 This is a pretty underwhelming rate to get one card back from the graveyard, even with payoffs for doing so.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
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.
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.
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.
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.
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.
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.
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.
Descendant of Storms
3 This feels pretty good on one, and can even fill your curve on two if you don't have a two drop. It's attack ability helps keep it at least a little interesting all game too.
Yathan Tombguard
3 Black has lots of counters in this set, so drawing cards with this isn't a pipe dream. It's even a good place to put counters in the first place thanks to Menace.
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.
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.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
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.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 7: Fortress Kin-Guard
United Battlefront
0 This is way too narrow for Limited. Your deck won't have enough nonland permanents with mana value 3 or less for you to consistently hit even one card with it, much less two.
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.
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.
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!
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
Pack 2 Pick 8: Narset's Rebuke
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.
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.
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.
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.
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.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
Pack 2 Pick 9: Salt Road Packbeast
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 10: Poised Practitioner
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
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.
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 2 Pick 11: Tranquil Cove
Jeskai Brushmaster
4 A 4-mana 2/4 with just double strike would be good, but with Prowess in the mix blocking -- or not blocking -- this thing is an absolute nightmare.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 12: Bearer of Glory
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 13: Fire-Rim Form
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.
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.
Pack 3 Pick 1: Molten Exhale
Stillness in Motion
0 This basically does nothing in Limited. There are self-mill decks in the format to be sure, but a card that only does that is a liability.
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.
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.
Hundred-Battle Veteran
4 A 4-mana 4/2 is usually pretty bad, but this one can be cast from the graveyard once -- and that's already a 2-for-1. Throw in the fact it'll be a 6/6 sometimes, something that is more likely when you bring it back since it brings a Finality counter with it.
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.
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.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Sagu Wildling
3 The Omen would probably be a playable card in this set on it's own since it's a nice way to fix. And while the creature isn't amazing, the life gain does make sure you get something out of it no matter what.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 2: Nomad Outpost
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.
Synchronized Charge
3 The base form of this card is very solid, and Harmonizing it late is likely to have a big impact on the board in a format with lots of counters.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
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.
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.
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.
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.
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!
Aggressive Negotiations
1.5 Three mana for a discard spell (even one that exiles) is just too much for most formats. It only adds minimally to the board.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
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.
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 3 Pick 3: Jeskai Shrinekeeper
Lasyd Prowler
4.5 This has good stats and can help you load your graveyard in a big way, and it's Renew ability is capable of adding a huge number of counters to your board.
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.
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.
Gurmag Rakshasa
4 This enters trigger will often kill something and make one of your creatures into a much better attacker for a turn, and then you have a 5/5 Menace that your opponent likely just can't ignore.
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.
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.
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.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 4: Molten Exhale
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.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 5: Reigning Victor
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.
Mox Jasper
0 By the time you have a dragon in play you're not interested in making mana with the Jasper, and it never affects the board. It's not worth a card in Limited.
Jeskai Brushmaster
4 A 4-mana 2/4 with just double strike would be good, but with Prowess in the mix blocking -- or not blocking -- this thing is an absolute nightmare.
Unrooted Ancestor
3 A three mana 3/2 isn't great, even with Flash -- but gaining indestructibility is no small thing, and will allow this to wreck many attacks -- while being a scarier attacker itself. It gets even better with Mobilize.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
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.
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.
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.
Pack 3 Pick 6: Mardu Devotee
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.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 7: Bloodfell Caves
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 8: Runescale Stormbrood
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
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.
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.
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.
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.
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.
Tempest Hawk
1.5 Wind Drakes are pretty mediocre these days, and this one has to get in for you to get another copy -- and in a set with lots of efficient flyers, I don't see that happening enough.
Pack 3 Pick 9: Wind-Scarred Crag
Stillness in Motion
0 This basically does nothing in Limited. There are self-mill decks in the format to be sure, but a card that only does that is a liability.
Hundred-Battle Veteran
4 A 4-mana 4/2 is usually pretty bad, but this one can be cast from the graveyard once -- and that's already a 2-for-1. Throw in the fact it'll be a 6/6 sometimes, something that is more likely when you bring it back since it brings a Finality counter with it.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 10: Dragonback Lancer
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.
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.
Aggressive Negotiations
1.5 Three mana for a discard spell (even one that exiles) is just too much for most formats. It only adds minimally to the board.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Pack 3 Pick 11: Iridescent Tiger
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.
Gurmag Rakshasa
4 This enters trigger will often kill something and make one of your creatures into a much better attacker for a turn, and then you have a 5/5 Menace that your opponent likely just can't ignore.
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.
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.
Pack 3 Pick 12: Reverberating Summons
Reverberating Summons
1.5 This won't do anything much of the time, and by the time you can make it into a 3/3, it's probably not that scary. It's nice that you can throw it away for more cards, though.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Pack 3 Pick 13: Seize Opportunity
Seize Opportunity
2.5 The trick mode is great when it lines up correctly, and when it doesn't you have a pretty good draw spell for Red -- one likely to help with Flurry.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
Pack 3 Pick 14: Rescue Leopard
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.