Clarion Conqueror
3 This is mostly a three mana 3/3 Flyer -- but that's pretty good! Keep in mind the effect is symmetrical. The times where it does shut off your opponent's stuff will feel great. But not so much when you have an ability you want to use.
Anafenza, Unyielding Lineage
5 Flash makes it a lot easier for you to successfully set up an Endure trigger. Just set up any trade and flash in Anafenza, and you come out way ahead -- and then she sticks around and gives you more value. She has pretty solid starting stats too!
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.
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.
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.
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.
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.
Evolving Wilds
3 This is really good at fixing your mana, though I would value it slightly less than the gainlands.
Ringing Strike Mastery
2 It's frustrating that this kind of gets irrelevant in long games, but being a super cheap removal spell seems useful alongside Flurry.
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.
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.
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.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 2: Frontline Rush
Nature's Rhythm
1.5 This is just too clunky and expensive for Limited. Your deck isn't going to have sweet tool box creatures and the like -- it's going to have a bunch of Limited creatures, so overpaying for them isn't exactly amazing.
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.
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.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
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.
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.
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.
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.
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.
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.
Sidisi, Regent of the Mire
1.5 It's tough to make this activated ability do anything meaningful. Giving up something on board for a creature that might be slightly better isn't very appealing, and even making that line up in the first place is challenging.
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.
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.
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.
Devoted Duelist
1.5 This is super underwhelming. The Flurry trigger is weak and the stat-line is bad. If you need a two drop, you'll play it -- but only if you don't have something better. And hopefully you do.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for 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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 4: Stormshriek Feral
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.
Attuned Hunter
3 This has a passable baseline and getting even one counter on is doable -- and it'll feel pretty good.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Stormshriek Feral
2.5 The Omen is good at getting Flurry going, and the creature -- while not amazing, does come with Haste so it can often get in for damage before your opponent takes it down.
Alesha's Legacy
2.5 This is a solid trick since it saves a creature from most removal and allows a creature to win virtually any combat.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
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.
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.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
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.
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.
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.
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.
Seize Opportunity
2.5 The trick mode is great when it lines up correctly, and when it doesn't you have a pretty good draw spell for Red -- one likely to help with Flurry.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Scoured Barrens
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 6: Glacial Dragonhunt
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.
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.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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.
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.
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.
Reputable Merchant
2.5 Even at 4 this isn't terribly inefficient, as it gives you 4/4 worth of stats in the long run.
Undergrowth Leopard
2 This has an okay baseline, and occasionally it'll turn into Naturalize.
Pack 1 Pick 7: Evolving Wilds
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.
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.
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.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
Dragonback Lancer
2 4-mana 3/3 flyers aren't what they once were, and while adding Mobilize to the mix helps, this is still a very underwhelming creature.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 8: Temur Monument
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.
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.
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.
Inspirited Vanguard
4 The baseline here is basically a 5-mana 3/2 and a 2/2, but it's so much better than that -- not only because it can just be one big creature, but also because endure keeps triggering when it attacks. So it can grow itself, or spit out more tokens -- either way, you're going to feel good about things.
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.
Sultai Devotee
2.5 This fixes mana well, and it can trade for anything once it's outlived it's usefulness.
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.
Pack 1 Pick 9: Bearer of Glory
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.
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.
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.
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.
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.
Underfoot Underdogs
2.5 This activated ability isn't great, but the baseline of a three mana 1/2 and a 1/1 is fine. The ability may also play better in a format with lots of low-power Mobilize creatures.
Pack 1 Pick 10: Watcher of the Wayside
Nature's Rhythm
1.5 This is just too clunky and expensive for Limited. Your deck isn't going to have sweet tool box creatures and the like -- it's going to have a bunch of Limited creatures, so overpaying for them isn't exactly amazing.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
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.
Sidisi, Regent of the Mire
1.5 It's tough to make this activated ability do anything meaningful. Giving up something on board for a creature that might be slightly better isn't very appealing, and even making that line up in the first place is challenging.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 1 Pick 12: Heritage Reclamation
Alesha's Legacy
2.5 This is a solid trick since it saves a creature from most removal and allows a creature to win virtually any combat.
Heritage Reclamation
2 This has enough modes that it isn't terrible, but if you're mostly using the exile mode it probably isn't great.
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.
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.
Pack 1 Pick 14: Embermouth Sentinel
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.
Pack 2 Pick 1: Voice of Victory
Mardu Siegebreaker
4 The exile effect here is especially good when you have a creature with an "enters" or death trigger, but it also gets good with token payoffs.
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.
Channeled Dragonfire
3.5 Sorcery-speed Shock is already pretty good, but you can cast this twice.
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.
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.
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.
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.
Osseous Exhale
3 This is a little bit narrow, and aggro decks won't love that a creature gets to block before they can use this, but it is reasonably efficient and will gain you life sometimes.
Iceridge Serpent
2.5 It's a tiny bit overcosted, but it's still a fairly relevant body that subtracts from your opponent's board.
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.
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.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 2: Salt Road Packbeast
Kishla Village
3 Surveil doesn't quite net you a card like some of the other lands in this cycle, but it does improve your draws and load your graveyard which can really help in the late game.
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.
Gurmag Rakshasa
4 This enters trigger will often kill something and make one of your creatures into a much better attacker for a turn, and then you have a 5/5 Menace that your opponent likely just can't ignore.
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.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
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.
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.
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.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 3: Ureni, the Song Unending
Ureni, the Song Unending
4.5 Casting this will win you the game virtually every time, and there's enough ramp around for this to be castable -- but it will get stuck in your hand sometimes.
Cori Mountain Stalwart
3 This has a passable baseline and even flurrying once with it in play is pretty nice.
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.
Lie in Wait
4 This is a very powerful 2-for-1, and while it isn't always going to be online, it won't be too difficult to get it there either.
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.
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.
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.
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 4: Windcrag Siege
Windcrag Siege
4.5 Getting a free token every turn adds up in a hurry, and if you have a bunch of Mobilize on the board, the Mardu mode is likely to do a ton of work.
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.
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.
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.
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!
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.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
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.
Ringing Strike Mastery
2 It's frustrating that this kind of gets irrelevant in long games, but being a super cheap removal spell seems useful alongside Flurry.
Dusyut Earthcarver
3 6 mana for a 4/4 with Reach and a 3/3 is awesome, and if you just one one big body it can do that for you.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 5: Karakyk Guardian
Awaken the Honored Dead
4 Most of the value here comes from the first chapter, but it's pretty sweet you get a bunch of extra stuff after casting a good removal spell.
Karakyk Guardian
3 This creature is mostly all stats, but having hexproof until it damages something is nice and means that it can usually get in for a hit before they can kill it. Just don't block a mobilize token with it.
Strategic Betrayal
3 Exiling graveyards matters in a big way in this format, and two mana edicts are usually playable to begin with.
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.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
Wild Ride
1 Sorcery-speed buffs that don't help toughness are pretty underwhelming.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
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.
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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
Pack 2 Pick 6: Sagu Wildling
Craterhoof Behemoth
3.5 There's enough ramp in this format for this to be a real win condition, but it will still get stuck in your hand a little bit too often to be a bomb.
Bone-Cairn Butcher
4 Giving your tokens -- especially the Mobilize ones -- death touch is nasty, and the baseline here is pretty good.
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.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Adorned Crocodile
3 This seems like a lot of value for the cost. The stat-line isn't great obviously, but it's great against removal and can trade for most stuff while giving you lots of extra value.
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.
Osseous Exhale
3 This is a little bit narrow, and aggro decks won't love that a creature gets to block before they can use this, but it is reasonably efficient and will gain you life sometimes.
Sagu 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.
Pack 2 Pick 7: Descendant of Storms
Descendant of Storms
3 This feels pretty good on one, and can even fill your curve on two if you don't have a two drop. It's attack ability helps keep it at least a little interesting all game too.
Auroral Procession
2 This is a pretty underwhelming rate to get one card back from the graveyard, even with payoffs for doing so.
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.
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.
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.
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!
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.
Pack 2 Pick 8: Thornwood Falls
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.
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.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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.
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!
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.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 9: Thornwood Falls
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.
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.
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.
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.
Krotiq Nestguard
1.5 This can enable 4+ power payoffs and it's good with Harmonize, but it's a little too one dimensional.
Thornwood Falls
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 10: Sagu Pummeler
Gurmag Rakshasa
4 This enters trigger will often kill something and make one of your creatures into a much better attacker for a turn, and then you have a 5/5 Menace that your opponent likely just can't ignore.
Sagu 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.
Boulderborn Dragon
1.5 If you're really desperate for a dragon this can...kind of do the job.
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.
Jungle Hollow
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 11: Rugged Highlands
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.
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.
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.
Rugged Highlands
3 These offer great fixing in a format where that really matters.
Pack 2 Pick 12: Dirgur Island Dragon
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.
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!
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.
Pack 2 Pick 13: 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.
Alesha's Legacy
2.5 This is a solid trick since it saves a creature from most removal and allows a creature to win virtually any combat.
Pack 2 Pick 14: Gurmag Nightwatch
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 3 Pick 1: Dragonstorm Globe
Songcrafter Mage
4 This is going to feel like a better Snapcaster Mage in many situations since it can help you cast the things it gives Harmonize too. Sometimes it won't have anything in the graveyard to target, though.
Dragonstorm Forecaster
0.0 / 1.5 This can grab two cards that you probably shouldn't play in this format. Even drawing bad cards can be okay, but spending two generic to do it is pretty rough. Even if you have a couple card to draw with it, I think it maxes out at a 1.5.
Lie in Wait
4 This is a very powerful 2-for-1, and while it isn't always going to be online, it won't be too difficult to get it there either.
Encroaching Dragonstorm
2.5 Fixing is important in this format, and ramp looks real enough in Green for this to be solid.
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.
Unburied Earthcarver
2 I think this activated ability is a little bit too expensive to be easily accessible on most turns.
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!
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.
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.
Underfoot Underdogs
2.5 This activated ability isn't great, but the baseline of a three mana 1/2 and a 1/1 is fine. The ability may also play better in a format with lots of low-power Mobilize creatures.
Trade Route Envoy
3.5 This is such a good Common, no matter which mode you get. If you get a 4-mana 5/4 that helps with token synergy -- fine, and if you get a 4-mana 4/3 that draws you a card -- great!
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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 3 Pick 2: Sagu Pummeler
Severance Priest
3 This disrupts your opponent in a big way, and death touch + the effect makes it so your opponent can never come out ahead in terms of cards.
Kishla Village
3 Surveil doesn't quite net you a card like some of the other lands in this cycle, but it does improve your draws and load your graveyard which can really help in the late game.
Stormbeacon Blade
1.5 This will feel good when it works out, but the baseline is pretty bad.
Encroaching Dragonstorm
2.5 Fixing is important in this format, and ramp looks real enough in Green for this to be solid.
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.
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.
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.
Coordinated Maneuver
2.5 This is a serviceable removal spell, especially in Abzan and Mardu, since they are so good at making tokens.
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.
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.
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.
Tranquil Cove
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 3: Sibsig Appraiser
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.
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.
Rainveil Rejuvenator
2.5 The stats aren't great, but this goes well in mill and ramp strategies, which seem to be there for the taking in Green.
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.
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.
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!
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.
Dispelling Exhale
2.5 This is a solid counterspell normally, and a pretty good one when you can Behold.
Sarkhan's Resolve
2 Plummet or a medium trick is what you get here, and if you're in the market for either of those, it's not bad.
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.
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.
Sidisi, Regent of the Mire
1.5 It's tough to make this activated ability do anything meaningful. Giving up something on board for a creature that might be slightly better isn't very appealing, and even making that line up in the first place is challenging.
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.
Skirmish Rhino
3 Baby Siege Rhino is definitely pretty good -- draining life is really strong in Limited since it alters races in such a big way.
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.
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.
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.
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.
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.
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.
Wind-Scarred Crag
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 5: Sagu Wildling
Mardu Siegebreaker
4 The exile effect here is especially good when you have a creature with an "enters" or death trigger, but it also gets good with token payoffs.
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.
Ureni's Rebuff
2.5 Without Harmonize this wouldn't be great -- it's a bad Unsummon. But adding Harmonzie to the mix changes the equation in a big way, since you'll often cast it twice.
Temur Devotee
2.5 This is a solid defensive creature that helps filter your mana, and those two things go together pretty well.
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.
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.
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.
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.
Blossoming Sands
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 6: Champion of Dusan
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.
Formation Breaker
3 Putting counters on this can be sweet since it becomes bigger and so much harder to block.
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.
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.
Champion of Dusan
2.5 The stat-line's pretty ugly, even with trample -- but this offers a pretty efficient buff from the graveyard.
Snowmelt Stag
1.5 It's kind of cool that this has a fluctuating stat-line, and that it can be good with Harmonize -- but spending 4 mana on a 5/2 is terrible, and that's what this is half the time. Your opponent will be able to spend 1-2 mana to kill it with ease, and that's brutal.
Arashin Sunshield
2 This has mediocre stats, a mediocre enters ability, and a mediocre activated ability. It is nice that you got all of that from one card, and the tap ability can have it's moments, but overall this isn't a card you're ever going to be very excited about playing.
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.
Dismal Backwater
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 7: Temur Tawnyback
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Highspire Bell-Ringer
2.5 This has solid base stats and is a pretty good enabler for Flurry.
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.
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.
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.
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.
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.
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.
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
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.
Jade-Cast Sentinel
1 this is almost entirely a defensive creature, and those rarely work in Limited.
Pack 3 Pick 9: Swiftwater Cliffs
Dragonstorm Forecaster
0.0 / 1.5 This can grab two cards that you probably shouldn't play in this format. Even drawing bad cards can be okay, but spending two generic to do it is pretty rough. Even if you have a couple card to draw with it, I think it maxes out at a 1.5.
Lie in Wait
4 This is a very powerful 2-for-1, and while it isn't always going to be online, it won't be too difficult to get it there either.
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.
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!
Agent of Kotis
2 This has mediocre base stats, but the Renew ability is going to give you nice value in the late game.
Swiftwater Cliffs
3 These offer great fixing in a format where that really matters.
Pack 3 Pick 10: Kishla Village
Kishla Village
3 Surveil doesn't quite net you a card like some of the other lands in this cycle, but it does improve your draws and load your graveyard which can really help in the late game.
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.
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.
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.
Watcher of the Wayside
1.5 This has bad stats and a mediocre enters trigger. You'll play it in your graveyard decks when you're desperate.
Pack 3 Pick 11: Sarkhan's Resolve
Rainveil Rejuvenator
2.5 The stats aren't great, but this goes well in mill and ramp strategies, which seem to be there for the taking in Green.
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.
Sidisi, Regent of the Mire
1.5 It's tough to make this activated ability do anything meaningful. Giving up something on board for a creature that might be slightly better isn't very appealing, and even making that line up in the first place is challenging.
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.
Wingspan Stride
1.5 This buff is pretty good for the cost, and the fact it can bounce is kind of sweet with Flurry and Prowess -- but it's still a card that risks a 2-for-1, and I don't think it does enough to offset that.
Pack 3 Pick 13: Narset's Rebuke
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.
Pack 3 Pick 14: Essence Anchor
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.