Dion, Bahamut's Dominant
5 Just the front of this card is a 4.0 since it's so efficient. Throw in the absurd upside when it transforms and this is an incredible bomb.
Gaius van Baelsar
2.5 You'll often be able to choose an option that maximizes the pain for your opponent and minimizes yours, but sometimes whatever mode that is isn't that impactful.
Coral Sword
2.5 This is like Kindled Fury but way, way better. The buff stays behind and it's also a cheap noncreature spell for Black/Red and and an Equipment for Red/White.
Rydia's Return
2 These two modes have their place and are good in different situations, but this is still super clunky.
Adelbert Steiner
3 The starting stats aren't great, but he is a great creature to augment and he comes with a built-in way to do it.
Summon: Shiva
4 If this was just a creature with the Chapter I effect as an "enters" trigger, it'd be really good, and it's better in most ways -- since it can stun something else and then draw you at least one card before it goes away.
Black Mage's Rod
2.5 This happens to trigger all the noncreature spell payoffs in the set, and this fits in nicely with everything Black/Red is doing.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Vincent's Limit Break
2 This is a decent iteration of the trick that returns your creature. As usual, it gets better with "enters" and death triggers.
Red Mage's Rapier
1.5 This has a very bad baseline as a two mana 1/1, and getting a power boost isn't enough to overcome that.
Slash of Light
2.5 It's definnitely situational removal, but it will be easier than normal to drive the damage up on this thanks to Job Select equipment, each of which adds 2 damage to this.
Stuck in Summoner's Sanctum
3 In most cases, this can fully remove a creature, and doing that at instant speed is pretty nice.
Loporrit Scout
2 The base stats are bad, and even growing to a 4/3 isn't great. It gets better if you can put multiple creatures into play with regularity.
Relm's Sketching
3 This can almost always make a copy of the best permanent on the battlefield, so you usually get your mana's worth.
Crystal Fragments
2.5 The baseline Equipment here is fine, especially in a set with Equipment and Artifact upside all over the place. Transforming it late is going to feel like a pretty good use of your mana, too.
Summon: Fenrir
4 This ramps your mana and fixes it in a big way, and is also likely to give you a counter and a card. That's a pretty sweet 2-for-1.
Prompto Argentum
3 A two mana 2/2 Haste is solid, and this'll spit out a treasure once a game or so.
Counterspell
3 It's not always easy to leave up double blue, but paying only two mana to counter any spell no questions asked is quite powerful.
Summon: Fat Chocobo
3.5 This gives you two bodies up front, and even though one of them is temporary, you'll still be able to generate a 2-for-1 most of the time.
Ahriman
2 I don't love this stat-line, but deathtouch + being a way to cash in stuff for cards in the late game is nice.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
Summon: Choco/Mog
3 This is a really good rate for what it is. It's a temporary creature for sure, but sticks around for long enough and meaningfully buffs your board several times.
Retrieve the Esper
2 I don't like that this is basically a Blue Hill Giant, but the fact you can flash it back does mean you get a 2-for-1 in the end.
Thunder Magic
4 This is a creature-only Shock as a baseline, and it remains a relevant removal spell all game long because it's tiered.
Summon: Esper Ramuh
1.5 // 3.5 This is really only going to work super well in Black/Red and Blue/Red, because you need that Chapter I to kill something, otherwise you're playing a very mediocre card.
Quistis Trepe
4 This can cast a spell from either graveyard, so it's not that hard to set it up to do exactly that. You do have to run it out on turn three in a pinch sometimes and that stinks, but most of the time you'll be able to wait and get a sweet 2-for-1.
Gladiolus Amicitia
3.5 He can grab any land which is great, and because of his landfall trigger he can help you do some damage the moment he comes down.
Black Mage's Rod
2.5 This happens to trigger all the noncreature spell payoffs in the set, and this fits in nicely with everything Black/Red is doing.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Syncopate
2.5 X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
Call the Mountain Chocobo
3.5 Getting a 2/2 with upside and drawing a Mountain is pretty good for 4 mana, and you can do it again from the graveyard.
Summon: Fat Chocobo
3.5 This gives you two bodies up front, and even though one of them is temporary, you'll still be able to generate a 2-for-1 most of the time.
Gaelicat
2 A three mana 1/3 flyer isn't great, but there will be decks that can make it a 3/3 in this format.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
Retrieve the Esper
2 I don't like that this is basically a Blue Hill Giant, but the fact you can flash it back does mean you get a 2-for-1 in the end.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 1 Pick 4: PuPu UFO
PuPu UFO
1.5 It's always pretty hard to take advantage of cards that let you put a land from your hand on the battlefield, mostly because you don't usually ahve a whole bunch of extra lands in your hand. The town payoff effect is also pretty expensive.
Auron's Inspiration
1.5 This is all in on being aggressive and going wide -- even limited to only buffing attackers. That can make it really impressive sometimes, but it's also useless or close to it way too often.
Rook Turret
2 4-mana 3/3 flyers haven't done very well lately, they just aren't efficient enough when they don't have an enters trigger -- and this doesn't have one. The loot trigger can be nice when it sticks around.
Blitzball
2.5 If you're in the market for mana, this does the job, and giving it up to draw cards is very doable.
Gysahl Greens
3 The token for two mana isn't too shabby, but the fact you can flash this back for another one in the late game is what makes this a good Common.
Magic Damper
2.5 Shore Up is always a nice trick because it can blank removal and win combat so cheaply, and this is just a reskinned version of it.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
White Mage's Staff
2.5 This is a two mana 2/2 with some real upside, and not just because of it's attack trigger. It's an artifact and an equipment in a set where both of those things matter.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Galuf's Final Act
0 It's always tough to have something like this line up correctly. When it does, it feels great, but it's far too narrow to be a playable Limited card.
Capital City
2 This provides some decent fixing, but filter lands are a little to inefficient to be great.
Rufus Shinra
3 If you can get this token it's going to feel pretty awesome, but there are lots of board states where it just isn't possible.
Cid, Timeless Artificer
3.5 This can buff a decent number of creatures, especially in Blue/White, and Cycling is a great addition. It gets even better with more Cids.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Town Greeter
3 This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Combat Tutorial
2.5 Adding a counter to Divination is a pretty big deal, because now it actually adds to the board.
Monk's Fist
2 It may not seem great at first, but it's a decent two drop for decks like UW (artifacts) RW (equipment, and BR (cheap spells), so I think it'll make the cut surprisingly often.
Self-Destruct
1.5 This is kind of like Fling, but a little more flexible because if your creature has higher toughness than power it can survive. Still, it feels too situational to be a card every deck wants.
Locke Cole
3.5 The combination of these keywords and the combat damage trigger is really frustrating to play against.
Auron's Inspiration
1.5 This is all in on being aggressive and going wide -- even limited to only buffing attackers. That can make it really impressive sometimes, but it's also useless or close to it way too often.
Nature's Claim
0.5 This starts in your sideboard, mostly because many of the things it can destroy -- like Sagas and Job Select Equipment -- generate value before you can deal with them, and at that points it's not worth using up a card to destroy them.
Dwarven Castle Guard
2.5 A creature with okay stats that dies into a 1/1 is also a solid card that plays especially well in sacrifice decks.
Magic Damper
2.5 Shore Up is always a nice trick because it can blank removal and win combat so cheaply, and this is just a reskinned version of it.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Ambrosia Whiteheart
3 This can save creatures or rebuy "enters" triggers, and it can also just bounce a land to trigger landfall.
Dwarven Castle Guard
2.5 A creature with okay stats that dies into a 1/1 is also a solid card that plays especially well in sacrifice decks.
Slash of Light
2.5 It's definnitely situational removal, but it will be easier than normal to drive the damage up on this thanks to Job Select equipment, each of which adds 2 damage to this.
Gysahl Greens
3 The token for two mana isn't too shabby, but the fact you can flash this back for another one in the late game is what makes this a good Common.
Qiqirn Merchant
2.5 Looting is nice, but way worse when you have to pay mana for it. Giving this up to draw a bunch of cards late seems like legit upside too, especially if you have Towns.
Ahriman
2 I don't love this stat-line, but deathtouch + being a way to cash in stuff for cards in the late game is nice.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
The Water Crystal
0 This may as well have a blank text box in Limited. I'm exaggerating a little, but not by much.
Ring of the Lucii
2.5 I don't love taking a turn off to cast this, but it is pretty powerful once it's in play.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
Magic Damper
2.5 Shore Up is always a nice trick because it can blank removal and win combat so cheaply, and this is just a reskinned version of it.
Malboro
2.5 This enters trigger helps make up for the bad stats. Cycling this early to help with graveyard synergy is nice too.
Monk's Fist
2 It may not seem great at first, but it's a decent two drop for decks like UW (artifacts) RW (equipment, and BR (cheap spells), so I think it'll make the cut surprisingly often.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Vincent's Limit Break
2 This is a decent iteration of the trick that returns your creature. As usual, it gets better with "enters" and death triggers.
Red Mage's Rapier
1.5 This has a very bad baseline as a two mana 1/1, and getting a power boost isn't enough to overcome that.
Slash of Light
2.5 It's definnitely situational removal, but it will be easier than normal to drive the damage up on this thanks to Job Select equipment, each of which adds 2 damage to this.
Loporrit Scout
2 The base stats are bad, and even growing to a 4/3 isn't great. It gets better if you can put multiple creatures into play with regularity.
Crystal Fragments
2.5 The baseline Equipment here is fine, especially in a set with Equipment and Artifact upside all over the place. Transforming it late is going to feel like a pretty good use of your mana, too.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
Summon: Choco/Mog
3 This is a really good rate for what it is. It's a temporary creature for sure, but sticks around for long enough and meaningfully buffs your board several times.
Retrieve the Esper
2 I don't like that this is basically a Blue Hill Giant, but the fact you can flash it back does mean you get a 2-for-1 in the end.
Pack 1 Pick 11: Adventurer's Airship
Call the Mountain Chocobo
3.5 Getting a 2/2 with upside and drawing a Mountain is pretty good for 4 mana, and you can do it again from the graveyard.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
Retrieve the Esper
2 I don't like that this is basically a Blue Hill Giant, but the fact you can flash it back does mean you get a 2-for-1 in the end.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 1 Pick 12: Auron's Inspiration
Auron's Inspiration
1.5 This is all in on being aggressive and going wide -- even limited to only buffing attackers. That can make it really impressive sometimes, but it's also useless or close to it way too often.
Blitzball
2.5 If you're in the market for mana, this does the job, and giving it up to draw cards is very doable.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Monk's Fist
2 It may not seem great at first, but it's a decent two drop for decks like UW (artifacts) RW (equipment, and BR (cheap spells), so I think it'll make the cut surprisingly often.
Pack 1 Pick 14: Nature's Claim
Nature's Claim
0.5 This starts in your sideboard, mostly because many of the things it can destroy -- like Sagas and Job Select Equipment -- generate value before you can deal with them, and at that points it's not worth using up a card to destroy them.
Pack 2 Pick 1: Vincent Valentine
Midgar, City of Mako
3 There's plenty of good fodder to sacrifice in Black, so Reactor Raid is going to feel pretty good.
Vincent Valentine
3.5 Starting out as a 4-mana 2/2 is brutal, but as long as Vincent can attack, your opponent is goign to have a hard time ever coming out ahead against him.
Locke Cole
3.5 The combination of these keywords and the combat damage trigger is really frustrating to play against.
Sidequest: Play Blitzball
1.5 This feels like a win-more card. Transforming it is strong, but it asks you to hit your opponent for 6 to get there, and when you can do that, you're already ahead. So it's not good at parity or behind.
Travel the Overworld
1 // 3.5 You need a lot of towns for this to be worthwhile, but the good news is Blue/Green decks will definitely get there.
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Qiqirn Merchant
2.5 Looting is nice, but way worse when you have to pay mana for it. Giving this up to draw a bunch of cards late seems like legit upside too, especially if you have Towns.
Dragoon's Wyvern
3.5 This is really good on rate and is the kind of Common you'd play as many copies of as you can get.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Town Greeter
3 This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
Magitek Infantry
1.5 // 3.5 If you just have one of these it isn't very good. But it's really good if you can get 3+, as they can generate amazing card advantage by tutoring one another to the battlefield.
Ardyn, the Usurper
4.5 8 mana is a hurlde not all decks can clear, but this will win the game almost every time you cast it since it will make the first token when you go to combat.
Giott, King of the Dwarves
3 He likes Equipment a lot, and this format has a lot of them. Rummaging is nice upside to add to them, and because he's a double striker he's a great creature to Equip too.
Queen Brahne
2 This stat-line isn't great, even with Prowess, but the attack trigger is.
Auron's Inspiration
1.5 This is all in on being aggressive and going wide -- even limited to only buffing attackers. That can make it really impressive sometimes, but it's also useless or close to it way too often.
Strixhaven Stadium
0 This is a bad mana rock and you're never winning with this alternate win condition.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Fight On!
2 Most Black decks want one of this kind of effect, but because it's a Common no one wants more than one of, you don't need to go after it very hard either.
You're Not Alone
2.5 This is a solid combat trick. The base mode is fine, and the +4/+4 mode is incredibly efficient and very accessible.
Cornered by Black Mages
2.5 Edicts have diminishing returns, but this one always gives you a body to make up for that.
Stuck in Summoner's Sanctum
3 In most cases, this can fully remove a creature, and doing that at instant speed is pretty nice.
Warrior's Sword
2 This is a little overcosted, but being a 4-mana noncreature spell and an Equipment has serious value in this set.
Ultimecia, Time Sorceress
3.5 A 5-mana 4/5 that Surveils 2 when it enters or attacks is a quality card, and this can transform into a game-winning play in the late game.
Al Bhed Salvagers
3.5 This is stronger than the usual "Blood Artist" effect we get at lower rarities. It has passable stats for one thing, and for another it counts artifacts too.
Sidequest: Catch a Fish
1.5 I'm worried this will end up not transforming the turn after you play it way too often for a three mana card that doesn't impact the board.
The Gold Saucer
1.5 This is another town that's not good for your mana. This one can make treasures, but the coin flip is pretty bad. I think it'll make the cut on occasion though in artifact decks becuase it can give them up for cards.
Gaelicat
2 A three mana 1/3 flyer isn't great, but there will be decks that can make it a 3/3 in this format.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact payoffs.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Squall, SeeD Mercenary
4 He can grant double strike immediately, and once he starts attacking he has very real potential to add permanents to the board.
Prompto Argentum
3 A two mana 2/2 Haste is solid, and this'll spit out a treasure once a game or so.
Stroke of Midnight
0 This only feels playable when it destroys a massive bomb. The rest of the time, it's a horrendous removal spell that puts you behind on cards.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Fate of the Sun-Cryst
3 This is a little more expensive than similar effects we've seen, but the full mana mode is also more flexible.
Blitzball Shot
2 This is a solid trick that can definitely do some work in aggro decks.
Mysidian Elder
2 This feels a little bit overcosted for what it is. A 0/1 is nice because of it's trigger, but three mana for a 1/3 is super bad.
White Auracite
3.5 This is a little more expensive than your typical Oblivion Ring, but it also gives you mana, so I still think this is a premium Common.
Sahagin
1.5 This has a bad baseline, and even triggering it once -- which is far from automatic -- isn't going to make you feel very good.
World Map
1.5 Having to spend mana to use these abilities is a big bummer, but if you really need the fixing it can do the job.
Reach the Horizon
2.5 I don't love that this doesn't add to the board, but it certainly ramps and fixes your mana in a big way -- and might even trigger landfall.
Phoenix Down
1.5 This feels too narrow to be a card that always makes the cut.
Sorceress's Schemes
1.5 This has a cool effect, but it's a super clunky Sorcery that it seems a little too dangerous to try to cast against aggressive opponents.
Loporrit Scout
2 The base stats are bad, and even growing to a 4/3 isn't great. It gets better if you can put multiple creatures into play with regularity.
Magic Damper
2.5 Shore Up is always a nice trick because it can blank removal and win combat so cheaply, and this is just a reskinned version of it.
Warrior's Sword
2 This is a little overcosted, but being a 4-mana noncreature spell and an Equipment has serious value in this set.
Weapons Vendor
2 This creature is really inefficient. It makes up for it a little with the card draw, and sometimes it's ability to make Equip cheaper will matter.
Ahriman
2 I don't love this stat-line, but deathtouch + being a way to cash in stuff for cards in the late game is nice.
Sidequest: Catch a Fish
1.5 I'm worried this will end up not transforming the turn after you play it way too often for a three mana card that doesn't impact the board.
Summon: Anima
4 It's a little expensive, but it ultimately draws you three cards and takes one away from your opponent. That's absurd value, and even if your opponent kills it right away you come out ahead.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Gran Pulse Ochu
2.5 A one mana 1/1 with death touch is always playable, and this has an effect you can use in the extreme late game that is likely to make it massive.
Gaelicat
2 A three mana 1/3 flyer isn't great, but there will be decks that can make it a 3/3 in this format.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
You're Not Alone
2.5 This is a solid combat trick. The base mode is fine, and the +4/+4 mode is incredibly efficient and very accessible.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 7: Dark Knight's Greatsword
Dark Knight's Greatsword
2 I like that you can move this the turn it comes down super easily, unlike other job select equipment. But the baseline is still a three mana 4/1, and that's not great. Putting this on a lifelinker seems good, though.
Tidus, Blitzball Star
3 The starting stats are bad, but this can quickly grow and it's attack trigger can help aggro decks get in for lots of damage early.
Black Waltz No. 3
2 This stat-line is very worrysome for a 4-mana card. It can die quite easily to very cheap removal in the format, and it doesn't give you any sort of value up front.
Blitzball
2.5 If you're in the market for mana, this does the job, and giving it up to draw cards is very doable.
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
Airship Crash
2 This has enough targets in the format to be playable in the main deck, but it's probably still optimal out of the sideboard.
Slash of Light
2.5 It's definnitely situational removal, but it will be easier than normal to drive the damage up on this thanks to Job Select equipment, each of which adds 2 damage to this.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 8: Restoration Magic
Restoration Magic
2.5 The best mode here is the first one because of it's efficiency. Blanking removal or winning combat for one mana is a powerful thing! But the fact you get more powerful versions of it if you have the spare mana is really nice.
Tifa's Limit Break
3 This is a really good trick. The first mode is passable, but it scales as the game continues.
World Map
1.5 Having to spend mana to use these abilities is a big bummer, but if you really need the fixing it can do the job.
Mysidian Elder
2 This feels a little bit overcosted for what it is. A 0/1 is nice because of it's trigger, but three mana for a 1/3 is super bad.
Summon: Fat Chocobo
3.5 This gives you two bodies up front, and even though one of them is temporary, you'll still be able to generate a 2-for-1 most of the time.
Sage's Nouliths
1.5 This is a two mana 2/1 with super minimal upside, and moving the Equipment doesn't do much either.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Qiqirn Merchant
2.5 Looting is nice, but way worse when you have to pay mana for it. Giving this up to draw a bunch of cards late seems like legit upside too, especially if you have Towns.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Town Greeter
3 This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
Auron's Inspiration
1.5 This is all in on being aggressive and going wide -- even limited to only buffing attackers. That can make it really impressive sometimes, but it's also useless or close to it way too often.
Strixhaven Stadium
0 This is a bad mana rock and you're never winning with this alternate win condition.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Fight On!
2 Most Black decks want one of this kind of effect, but because it's a Common no one wants more than one of, you don't need to go after it very hard either.
You're Not Alone
2.5 This is a solid combat trick. The base mode is fine, and the +4/+4 mode is incredibly efficient and very accessible.
Pack 2 Pick 11: Undercity Dire Rat
The Gold Saucer
1.5 This is another town that's not good for your mana. This one can make treasures, but the coin flip is pretty bad. I think it'll make the cut on occasion though in artifact decks becuase it can give them up for cards.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Pack 2 Pick 12: Fate of the Sun-Cryst
Prompto Argentum
3 A two mana 2/2 Haste is solid, and this'll spit out a treasure once a game or so.
Fate of the Sun-Cryst
3 This is a little more expensive than similar effects we've seen, but the full mana mode is also more flexible.
World Map
1.5 Having to spend mana to use these abilities is a big bummer, but if you really need the fixing it can do the job.
Pack 2 Pick 13: Phoenix Down
Phoenix Down
1.5 This feels too narrow to be a card that always makes the cut.
Gaelicat
2 A three mana 1/3 flyer isn't great, but there will be decks that can make it a 3/3 in this format.
Pack 3 Pick 1: Cloudbound Moogle
Matoya, Archon Elder
1.5 // 4.5 If you have enough Scry and Surveil -- which is definitely possible in this format -- this turns into an insane value engine.
Clive's Hideaway
1 Even in this set, it's going to be very difficult to get enough legendaries to go off with this, and in the meantime you have a land that is actively bad for your mana base.
Coliseum Behemoth
3.5 It's expensive, but it generates a 2-for-1 every time you cast it and represents a very real threat.
Eden, Seat of the Sanctum
1.5 This is bad for your mana and it's activated ability can feel good in the extreme late game, but that's enough to offset this card's problems.
Giott, King of the Dwarves
3 He likes Equipment a lot, and this format has a lot of them. Rummaging is nice upside to add to them, and because he's a double striker he's a great creature to Equip too.
Omega, Heartless Evolution
4 This is a great Town payoff that is even capable of pulling you back ahead from behind.
Cloudbound Moogle
2 This can put the counter on itself, so the floor is a 5-mana 3/4 flyer, which isn't terrible. And it has upside beyond that because you can put the counter elsewhere or cycle it early.
Dragoon's Wyvern
3.5 This is really good on rate and is the kind of Common you'd play as many copies of as you can get.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Mysidian Elder
2 This feels a little bit overcosted for what it is. A 0/1 is nice because of it's trigger, but three mana for a 1/3 is super bad.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Gran Pulse Ochu
2.5 A one mana 1/1 with death touch is always playable, and this has an effect you can use in the extreme late game that is likely to make it massive.
Squall, SeeD Mercenary
4 He can grant double strike immediately, and once he starts attacking he has very real potential to add permanents to the board.
Phoenix Down
1.5 This feels too narrow to be a card that always makes the cut.
Summon: Fenrir
4 This ramps your mana and fixes it in a big way, and is also likely to give you a counter and a card. That's a pretty sweet 2-for-1.
Relm's Sketching
3 This can almost always make a copy of the best permanent on the battlefield, so you usually get your mana's worth.
The Gold Saucer
1.5 This is another town that's not good for your mana. This one can make treasures, but the coin flip is pretty bad. I think it'll make the cut on occasion though in artifact decks becuase it can give them up for cards.
Deadly Dispute
3.5 It's very easy to set up boards where this gives you incredible value for the cost. Getting the treasure back and 2 cards is very much worth giving up a job select token.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact payoffs.
Light of Judgment
2.5 This'll feel great when you get the 2-for-1, but it's clunky when it's not doing that.
Combat Tutorial
2.5 Adding a counter to Divination is a pretty big deal, because now it actually adds to the board.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Balamb T-Rexaur
3 This is a really nice top-curve card because it's such a big body and it gains you life, and cycling it away earlier can help you with graveyard synergy.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 3 Pick 3: Ahriman
Quina, Qu Gourmet
1.5 // 3.5 If you're good at making tokens, this is quite the payoff. If you're not, it's a sub-par creature.
Swallowed by Leviathan
2.5 This is a solid counterspell. When you can use the Surveil for card selection in addition to countering a spell, it'll feel especially good.
Circle of Power
2.5 It's a little bit clunky to be sure, but it does add to the board and lifelink on Wizards means your pings will gain you life back.
Sidequest: Play Blitzball
1.5 This feels like a win-more card. Transforming it is strong, but it asks you to hit your opponent for 6 to get there, and when you can do that, you're already ahead. So it's not good at parity or behind.
Haste Magic
2.5 This can produce some pretty serious blowouts when your creature wins combat. But because it replaces itself, even if your creature can't survive, the fail case isn't too bad.
Summon: Fat Chocobo
3.5 This gives you two bodies up front, and even though one of them is temporary, you'll still be able to generate a 2-for-1 most of the time.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Airship Crash
2 This has enough targets in the format to be playable in the main deck, but it's probably still optimal out of the sideboard.
Qiqirn Merchant
2.5 Looting is nice, but way worse when you have to pay mana for it. Giving this up to draw a bunch of cards late seems like legit upside too, especially if you have Towns.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
Ahriman
2 I don't love this stat-line, but deathtouch + being a way to cash in stuff for cards in the late game is nice.
Emet-Selch, Unsundered
4.5 I'd be very happy with this card if it were only a three mana 2/4 with Vigilance that loots when it enters or attacks, and in the late game it can transform into something that breaks the game wide open.
Summon: Anima
4 It's a little expensive, but it ultimately draws you three cards and takes one away from your opponent. That's absurd value, and even if your opponent kills it right away you come out ahead.
Diamond Weapon
3 Reducing the cost on this is super doable even outside of graveyard decks, and it's a pretty scary threat when it comes down for 6 or so mana.
Farseek
3 This gives you really good fixing and ramp, and it gets an extra bump in a landfall set.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
Prishe's Wanderings
3 Adding a counter to this, making it an isntant, and giving it the ability to grab Towns makes this one of the better lower rarity ramp effects we've seen in Limited for a long time. You can even generate a 2-for-1 when things line up correctly.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
Warrior's Sword
2 This is a little overcosted, but being a 4-mana noncreature spell and an Equipment has serious value in this set.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Sidequest: Catch a Fish
1.5 I'm worried this will end up not transforming the turn after you play it way too often for a three mana card that doesn't impact the board.
Fang, Fearless l'Cie
1.5 // 3.0 If your deck has 5+ ways to remove cards from your graveyard -- like Flashback or other effects -- this is a good value engine. If not, it's not very good.
Random Encounter
0 This is just too random to be a reliable card in Limited.
Valkyrie Aerial Unit
1.5 // 3.5 If you don't have plenty of artifacts this is pretty mediocre, but once you're casting it for 5 or less you're going to be pretty happy.
Haste Magic
2.5 This can produce some pretty serious blowouts when your creature wins combat. But because it replaces itself, even if your creature can't survive, the fail case isn't too bad.
Shinra Reinforcements
3 This looks like a key card for graveyard decks, as there aren't a plethora of ways to mill yourself in the format, and this does it along with a passable body and some life gain.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Slash of Light
2.5 It's definnitely situational removal, but it will be easier than normal to drive the damage up on this thanks to Job Select equipment, each of which adds 2 damage to this.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.
Garland, Knight of Cornelia
3.5 This is a nice early game creature with the ability to come back as a big flier late. That's a pretty nice 2-for-1.
Travel the Overworld
1 // 3.5 You need a lot of towns for this to be worthwhile, but the good news is Blue/Green decks will definitely get there.
Summon: Choco/Mog
3 This is a really good rate for what it is. It's a temporary creature for sure, but sticks around for long enough and meaningfully buffs your board several times.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
Black Mage's Rod
2.5 This happens to trigger all the noncreature spell payoffs in the set, and this fits in nicely with everything Black/Red is doing.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Sorceress's Schemes
1.5 This has a cool effect, but it's a super clunky Sorcery that it seems a little too dangerous to try to cast against aggressive opponents.
Judge Magister Gabranth
3 Growing off of both artifacts and creatures can allow the Judge to get pretty massive.
Diamond Weapon
3 Reducing the cost on this is super doable even outside of graveyard decks, and it's a pretty scary threat when it comes down for 6 or so mana.
Valkyrie Aerial Unit
1.5 // 3.5 If you don't have plenty of artifacts this is pretty mediocre, but once you're casting it for 5 or less you're going to be pretty happy.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
Monk's Fist
2 It may not seem great at first, but it's a decent two drop for decks like UW (artifacts) RW (equipment, and BR (cheap spells), so I think it'll make the cut surprisingly often.
Snow Villiers
2.5 This can hit pretty hard, and Vigilance let's it hang back and use it's high power on defense too, but sometimes it'll be too small -- and even the ceiling is still a 3 toughness creature.
Cargo Ship
2.5 This has solid stats and is easy to crew, and ramping your mana for artifacts has some real upside in this set.
Cloud of Darkness
4 This will generate a 2-for-1 almost any time you play it. Not only is it good in the obvious BG color pair, it's also easily splashable in UG, making it even better.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
You're Not Alone
2.5 This is a solid combat trick. The base mode is fine, and the +4/+4 mode is incredibly efficient and very accessible.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact payoffs.
Pack 3 Pick 9: Resentful Revelation
Clive's Hideaway
1 Even in this set, it's going to be very difficult to get enough legendaries to go off with this, and in the meantime you have a land that is actively bad for your mana base.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Gran Pulse Ochu
2.5 A one mana 1/1 with death touch is always playable, and this has an effect you can use in the extreme late game that is likely to make it massive.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact payoffs.
Combat Tutorial
2.5 Adding a counter to Divination is a pretty big deal, because now it actually adds to the board.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 3 Pick 11: Haste Magic
Haste Magic
2.5 This can produce some pretty serious blowouts when your creature wins combat. But because it replaces itself, even if your creature can't survive, the fail case isn't too bad.
Airship Crash
2 This has enough targets in the format to be playable in the main deck, but it's probably still optimal out of the sideboard.
Qiqirn Merchant
2.5 Looting is nice, but way worse when you have to pay mana for it. Giving this up to draw a bunch of cards late seems like legit upside too, especially if you have Towns.
Prishe's Wanderings
3 Adding a counter to this, making it an isntant, and giving it the ability to grab Towns makes this one of the better lower rarity ramp effects we've seen in Limited for a long time. You can even generate a 2-for-1 when things line up correctly.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
Pack 3 Pick 13: Instant Ramen
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.