Herd Heirloom
4 This gives you some pretty legitimate ramp and fixing, and can even become a value engine in the late game.
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.
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.
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.
Constrictor Sage
3 Without Renew this is pretty solid, and with it this can provide a really nice effect out of the graveyard.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Mammoth Bellow
Dragonclaw Strike
3.5 This will allow you to remove a creature in most situations and then smash in with a huge augmented creature.
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.
Mammoth Bellow
4 This gives you two 5/5s, and that's quite the two for one. The first token can help you Harmonize the second one.
Alchemist's Assistant
3 A two mana 2/1 with lifelink is already playable, and getting lifelink out of your graveyard is pretty sweet.
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!
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Fresh Start
1.5 This type of removal is rarely good because it doesn't deliver a card worth of value. After all, what you put it on can still block -- and if it had high toughness, that's going to feel particularly brutal.
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.
Encroaching Dragonstorm
2.5 Fixing is important in this format, and ramp looks real enough in Green for this to be solid.
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.
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.
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 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.
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.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 4: Sultai Devotee
Constrictor Sage
3 Without Renew this is pretty solid, and with it this can provide a really nice effect out of the graveyard.
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.
Dragon Sniper
3 This can trade for anything -- even dragons -- and it can even attack without giving up that ability.
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.
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.
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.
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.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Jeskai Devotee
2.5 This fiexes your mana well and can threaten to be a 3/3 when it attacks, allowing it to get through and/or trade reasonably well.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 5: Stalwart Successor
Dracogenesis
0 Omniscience is terrible in Limited, and this is worse. Once you spend this mana you don't really need to be able to put things into play for free.
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.
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.
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.
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.
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.
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.
Yathan Roadwatcher
4.5 This'll usually have something to reanimate, and paying 4 mana for a 3/3 + something that costs 2 or 3 mana is going to feel like a great deal.
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.
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.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
Yathan Roadwatcher
4.5 This'll usually have something to reanimate, and paying 4 mana for a 3/3 + something that costs 2 or 3 mana is going to feel like a great deal.
Flamehold Grappler
3.5 When you can copy a spell with this it's going to feel great, and you'll never feel bad about having a 3/3 with First Strike.
Wingblade Disciple
3.5 While I don't love the baseline here, even just getting a single 1/1 flyer out of it is going to feel great.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
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.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
Pack 1 Pick 9: Temur Tawnyback
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.
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.
Constrictor Sage
3 Without Renew this is pretty solid, and with it this can provide a really nice effect out of the graveyard.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
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.
Pack 1 Pick 10: Dragonclaw Strike
Dragonclaw Strike
3.5 This will allow you to remove a creature in most situations and then smash in with a huge augmented creature.
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!
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Gurmag Nightwatch
2 This gives you a bit of card selection and loads the graveyard, but it's hard enough to cast for three and inefficient enough at 4 that I don't think it looks great.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
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.
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.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Pack 1 Pick 12: Blossoming Sands
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 13: Wingspan Stride
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.
Voice of Victory
3 A two mana 1/3 with Mobilize 2 is a pretty nice rate, and that's most of where this card's value comes from. Although, it's nice knowing that your tricks can't be blown out when this is in play.
Wingblade Disciple
3.5 While I don't love the baseline here, even just getting a single 1/1 flyer out of it is going to feel great.
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.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
Alchemist's Assistant
3 A two mana 2/1 with lifelink is already playable, and getting lifelink out of your graveyard is pretty sweet.
Ruinous Ultimatum
4 It's very difficult for your opponent to come back for this. This card's only downside is it's mana cost
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.
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.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 2: Molten Exhale
Hollowmurk Siege
5 That Abzan mode is an absolute beating that will snowball in a hurry and result in your opponent taking tons of damage -- and if you're in a spot where you need to dig deeper into your library and have lots of counter stuff, you can choose the other mode.
Glacial Dragonhunt
3 It's hard to be upset with a removal spell you can cast twice, and this one can also just be used to draw a card in a pinch.
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.
Sage of the Fang
3 The baseline here -- a three mana 3/3 -- is pretty decent, and it can go wild if you have more counters.
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.
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
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.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 3: Frontier Bivouac
Constrictor Sage
3 Without Renew this is pretty solid, and with it this can provide a really nice effect out of the graveyard.
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.
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.
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.
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Sagu Wildling
Inevitable Defeat
3.5 It's not the most efficient removal ever, but adding a lightning helix to the mix goes a long way towards making this card worth the mana.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
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.
Starry-Eyed Skyrider
2.5 The stat-line's pretty ugly, but giving flying to other things -- including mobilize tokens, does enough to make up for that.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
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.
Bloodfell Caves
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Riverwalk Technique
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.
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.
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.
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.
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.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 6: Tranquil Cove
Kin-Tree Severance
3.5 This'll always feel like a pretty good deal since you can usuall trade up.
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.
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.
Delta Bloodflies
2 If you can play this on two and put counters on it or your other stuff, it can chip in for a lot of damage -- but it's going to get outclassed by dragons pretty quickly.
Iceridge Serpent
2.5 It's a tiny bit overcosted, but it's still a fairly relevant body that subtracts from your opponent's board.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 7: Molten Exhale
Flamehold Grappler
3.5 When you can copy a spell with this it's going to feel great, and you'll never feel bad about having a 3/3 with First Strike.
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.
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.
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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.
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
Dalkovan Packbeasts
3 A three mana 0/4 with Vigilance isn't good -- but getting three 1/1 attackers every turn is, especially because there are so many good ways to take advantage of them in the format. If your opponent doesn't have big enough stuff to take the Packbeasts down, it's going to be a real problem for them.
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.
Delta Bloodflies
2 If you can play this on two and put counters on it or your other stuff, it can chip in for a lot of damage -- but it's going to get outclassed by dragons pretty quickly.
Reigning Victor
2.5 The enters trigger often gives you a nice attack, and a creature with Mobilize is exactly what you want in Mardu.
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 9: 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.
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.
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.
Shock Brigade
2.5 This feels pretty good on turn two, and Menace means it can produce a token in many situations.
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.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Pack 2 Pick 10: Monastery Messenger
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Pack 2 Pick 11: Watcher of the Wayside
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Reigning Victor
2.5 The enters trigger often gives you a nice attack, and a creature with Mobilize is exactly what you want in Mardu.
Pack 2 Pick 12: Effortless Master
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Pack 2 Pick 13: Sarkhan's Resolve
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
Poised Practitioner
1.5 It feels like every set we get a three mana 2/3 with an effect that gives it a counter when you do something, and they've all been bad. They just have such a bad baseline, that it's really frustrating to jump through hoops for them.
Pack 2 Pick 14: Jade-Cast Sentinel
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Pack 3 Pick 1: Dispelling Exhale
Felothar, Dawn of the Abzan
3.5 If you have expendable tokens -- like you know, those with Mobilize - Felothar is going to be very strong.
Zurgo's Vanguard
2.5 This'll often have pretty high power, and it can help raise it's own power thanks to Mobilize.
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.
Krumar Initiate
3 This is a little clunky to be sure, but it can make a whole lot of tokens -- or one big one, and that can help you take over a game.
Mystic Monastery
3.5 In other 3-color formats, the tri-lands are worth pretty high picks because they make your mana so much better.
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.
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.
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.
Dragonstorm Globe
1 It takes an unusual format for a three mana mana rock that doesn't add to the board to be worth it, and I don't think this is that kind of format.
Snakeskin Veil
3 This is a super annoying trick that blanks removal super efficiently while leaving behind a very real buff, and it can even do the job in combat.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
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.
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.
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.
Lotuslight Dancers
4 The idea here is to search up cards with Harmonize or Renew -- and the Dancers is pretty good with both mechanics thanks to it's large lifelink body.
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.
Roiling Dragonstorm
2.5 The baseline here is sort of acceptable, and I think in most games you'll get to cast it a second time.
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!
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Jeskai Devotee
2.5 This fiexes your mana well and can threaten to be a 3/3 when it attacks, allowing it to get through and/or trade reasonably well.
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.
Worthy Cost
2.0 // 3.5 This set has tons of tokens, so making this a servicable removal spell is pretty doable -- and in decks with lots of Mobilize, it might just be your best removal spell.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 3: Sagu Wildling
Great Arashin City
3.5 Turning stuff into your graveyard into on-board presence is exactly what you want to be doing in the late game when you're flooding out.
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
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.
Knockout Maneuver
3 This is a nce removal spell for Green, and the counter has extra value in this format.
Nightblade Brigade
2.5 A three mana 1/3, even with death touch -- isn't great, but it comes with two other little pieces of value that help it out. Death touch + mobilize is a real pain for your opponent, and Surveil 1 can really help you out.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
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.
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.
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.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
Narset's Rebuke
2 5 mana for 5 damage is pretty bad. It's just hard to feel good about spending that much mana to remove most creatures, but the exile clause is nice, and if you can spend the three mana it gives you on something you'll feel pretty good. Most of the time, you won't be able to make use of the mana though.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 4: Sagu Wildling
Dragon Sniper
3 This can trade for anything -- even dragons -- and it can even attack without giving up that ability.
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.
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.
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.
Monastery Messenger
2 This is not card advantage, just selection -- and while that's a decent effect, it certainly isn't amazing. Even at three mana this is kind of underwhelming.
Rebellious Strike
1.5 // 2.5 If you aren't trying to trigger Prowess or Flurry, this isn't all that good. It gives a small buff and replaces itself, but that buff doesn't always do something meaningful. If you are in on flurry or prowess, it gets significantly better.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Loxodon Battle Priest
3.5 Getting a counter every turn adds up quickly, and this can start the turn it comes down.
Sandskitter Outrider
3.5 Getting a 2/1 with menace and a 2/2 for 4 mana is a good deal, and Endure's flexibility can give you a 4/3 Menace instead when that's what you need.
Rescue Leopard
2 This is here to enable Harmonize, but I'm a little skeptical you want to play a creature with very mediocre stats and a rummage trigger.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
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.
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.
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 6: Temur Tawnyback
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.
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.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
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.
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 3 Pick 7: Temur Monument
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.
Desperate Measures
1.5 // 3.5 If you have lots of Mobilize, this becomes a one mana draw 2 which is great -- and it has lots of other modes too.
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.
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.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 8: Rugged Highlands
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.
Alesha's Legacy
2.5 This is a solid trick since it saves a creature from most removal and allows a creature to win virtually any combat.
Fire-Rim Form
1.5 This is an okay trick. It lets lots of creatures win combat, but it's not good against removal, and while the buff it leaves behind is okay, it's not great.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 9: Snakeskin Veil
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.
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.
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.
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.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
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.
Pack 3 Pick 11: Riverwheel Sweep
Riverwheel Sweep
2 The base effect here has not performed well in Limited in the past -- as in, most of them have been 1.0 or so -- but the fact that this replaces itself makes a big difference, especially with Flurry.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 12: Agent of Kotis
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Humbling Elder
3 Other cards like this have performed quite well. You'd be surprised how often you can flash this in and just kill something while keeping the Elder. It's also super cheap in a color where that really matters.
Pack 3 Pick 14: Agent of Kotis
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.