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.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
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.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
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.
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!
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.
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Aggressive Negotiations
1.5 Three mana for a discard spell (even one that exiles) is just too much for most formats. It only adds minimally to the board.
Dragonstorm Globe
1 It takes an unusual format for a three mana mana rock that doesn't add to the board to be worth it, and I don't think this is that kind of format.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: All-Out Assault
All-Out Assault
4 This buff is enough to make almost any creature into a significant presence on the board, and in a format with Mobilize it looks especially spicy. The extra combat step isn't always meaningful, though.
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.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
Aegis Sculptor
3 A 4-mana 2/3 with Flying and Ward 2 isn't great, but if you even get one counter on it, you're going to feel pretty good about things -- and that seems eminently doable.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Dirgur Island Dragon
2.5 This is two 1.5 cards stapled together -- but having an Omen does mean that this doesn't have the biggest downside about being a 6-drop -- that it doesn't do anything until you get to 6!
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
Temur Tawnyback
3 I'm reasonably happy paying 4 for this, and paying 3 for it will feel great. Looting is super good in Limited, especially when there are two graveyard mechanics.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 3: Dragon's Prey
Maelstrom of the Spirit Dragon
1.5 This'll hurt your mana more than it will help, and even when you tutor up a bomb with the Maelstrom, you're paying a pretty serious tax to do it.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
Opulent Palace
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
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.
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.
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.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 4: Stormplain Detainment
Attuned Hunter
3 This has a passable baseline and getting even one counter on is doable -- and it'll feel pretty good.
Sandsteppe Citadel
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
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.
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.
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.
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.
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.
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.
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.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Sagu Wildling
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.
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.
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.
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.
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.
Dirgur Island Dragon
2.5 This is two 1.5 cards stapled together -- but having an Omen does mean that this doesn't have the biggest downside about being a 6-drop -- that it doesn't do anything until you get to 6!
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 6: Blossoming Sands
Corroding Dragonstorm
2.5 This has a pretty solid base effect, and recasting it even once is going to feel like you're doing something sweet.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
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.
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.
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.
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 7: Evolving Wilds
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Rot-Curse Rakshasa
3 This is a super weird card, but I think it's pretty nice. It has trouble really adding to the board, even once you factor in Renew -- but it seems flexible enough. You can spend lots of mana to make your opponent unable to block, or a little mana to turn it into a bad removal spell.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
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!
Jeskai Devotee
2.5 This fiexes your mana well and can threaten to be a 3/3 when it attacks, allowing it to get through and/or trade reasonably well.
Aggressive Negotiations
1.5 Three mana for a discard spell (even one that exiles) is just too much for most formats. It only adds minimally to the board.
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.
Pack 1 Pick 10: Bloodfell Caves
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 11: Focus the Mind
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.
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.
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.
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 12: Focus the Mind
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.
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.
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 13: Jeskai Devotee
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.
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 1 Pick 14: Loxodon Battle Priest
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
Pack 2 Pick 1: Sibsig Appraiser
Mistrise Village
1 This effect is rarely relevant in Limited, so this is mostly an Island with downside.
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.
Venerated Stormsinger
3 Draining 1 life for every mobilize token is amazing, and this will do a lot more than that. It also counts itself, so it'll usually at least drain 1 life as a fail case.
Sunset Strikemaster
4 This red mana dork is sweet, as it can help with your mana in a big way. Dropping 4-drops when your opponent only has 3 mana is sweet -- and once you don't really need mana anymore, it can take down dragons.
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.
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.
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.
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.
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.
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.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
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!
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.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 2: Sonic Shrieker
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.
Furious Forebear
2.5 This'll trigger pretty often, but I don't think you'll have two spare mana around often enough for it to be nuts -- it's the kind of thing you start getting back late for some nice value, though.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
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.
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.
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.
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!
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 3: Teeming Dragonstorm
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.
Temur Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Teeming Dragonstorm
3 Casting this only once feels fine, and it won't be unusual to get to cast it again later in the game.
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.
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.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
Narset's Rebuke
2 5 mana for 5 damage is pretty bad. It's just hard to feel good about spending that much mana to remove most creatures, but the exile clause is nice, and if you can spend the three mana it gives you on something you'll feel pretty good. Most of the time, you won't be able to make use of the mana though.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Stormplain Detainment
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.
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.
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.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Defibrillating Current
Zurgo's Vanguard
2.5 This'll often have pretty high power, and it can help raise it's own power thanks to Mobilize.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Delta Bloodflies
2 If you can play this on two and put counters on it or your other stuff, it can chip in for a lot of damage -- but it's going to get outclassed by dragons pretty quickly.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 6: Sagu Wildling
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 7: Evolving Wilds
Essence Anchor
1.5 / 3.5 An artifact that Surveils every upkeep isn't really worth this much mana, but if you have some ways to move cards out of your graveyard (and there are plenty of those) this turns into a very good value engine.
Equilibrium Adept
4 Even withotu Flurry this would be a card you play 100% of the time because it generates such a nice 2-for-1, and when this has double strike it'll be incredibly difficult to block.
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.
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.
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.
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.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Pack 2 Pick 8: Molten Exhale
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
Delta Bloodflies
2 If you can play this on two and put counters on it or your other stuff, it can chip in for a lot of damage -- but it's going to get outclassed by dragons pretty quickly.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
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.
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 2 Pick 9: Dirgur Island Dragon
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.
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.
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.
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.
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!
Roamer's Routine
2.5 Spending three mana and not adding to the board is a little scary, but this gives you ramp and fixing in a format where that looks like what you want to be doing -- and it can ultimately generate a 2-for-1.
Pack 2 Pick 10: Rugged Highlands
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 11: Temur Devotee
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
Narset's Rebuke
2 5 mana for 5 damage is pretty bad. It's just hard to feel good about spending that much mana to remove most creatures, but the exile clause is nice, and if you can spend the three mana it gives you on something you'll feel pretty good. Most of the time, you won't be able to make use of the mana though.
Feral Deathgorger
2.5 Neither of these cards is great individually, but Dusk Sight replaces itself and impacts the board, and the Deathgorger isn't a completely terrible 6-drop. It can trade with most dragons and will cause problems for any that have less than 5 power, while also hating on the graveyard -- or helping you trigger your own stuff.
Pack 2 Pick 12: Wind-Scarred Crag
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 13: Temur Devotee
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Pack 2 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.
Pack 3 Pick 1: Jeskai Shrinekeeper
Tersa Lightshatter
4 The stats are solid and the enters trigger is a pretty great way to dig deeper in your deck for better cards -- throw in it's attack trigger, and you have a very powerful creature.
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
Temur Monument
3 This is great at fixing your mana early and then can give you a real presence on board late. The Monuments all give you nice 2-for-1s, and I think that makes up for them not adding to the board on turn two.
Kishla Skimmer
3.5 Drawing cards with this is very doable, and it has a good stat-line too. Basically it can get in early, and in the late game it turns into a value engine.
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.
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.
Unending Whisper
2.5 This gives you a 2-for-1 in the long run, and it's a cheap draw spell to help you get Flurry going.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 2: Bewildering Blizzard
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.
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.
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.
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.
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.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Temur Tawnyback
3 I'm reasonably happy paying 4 for this, and paying 3 for it will feel great. Looting is super good in Limited, especially when there are two graveyard mechanics.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 3: Opulent Palace
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
Opulent Palace
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
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.
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.
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.
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!
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.
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.
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.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 4: Dispelling Exhale
War Effort
2 Just the buff and a 1/1 every turn isn't really worth a card most of the time -- but if you've gone wid enough, that buff gets much better.
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.
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.
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!
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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!
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 5: Jeskai Monument
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
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.
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.
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.
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.
Defibrillating Current
3.5 This is a pretty nice removal spell whether you spend 3 or 4 to cast it.
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.
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.
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.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 7: Breaching Dragonstorm
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.
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.
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.
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.
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.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 8: Dispelling Exhale
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
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.
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.
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.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 10: Undergrowth Leopard
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.
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.
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.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Pack 3 Pick 11: Bloodfell Caves
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!
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.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 12: Stormshriek Feral
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.
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.
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!
Pack 3 Pick 13: Rebellious Strike
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.
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.