The Lunar Whale
4.5 It has to attack to get going, but that's not hard when it's big, evasive, and easy to crew. Once it does attack, it's going to be able to draw you at least one card a turn, and sometimes more.
Shambling Cie'th
2.5 This can come back pretty cheaply, and Black/Red (which likes spells) and Black/Green (which likes the graveyard) can probably take advantage of it.
Exdeath, Void Warlock
3.5 This has a very good baseline and it's not that challenging to transform in the late game, and when it does it can chip in for a ton of damage.
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.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
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.
Ice Magic
3.5 The "Blizzara" mode is a good removal spell we see in every set, and this has the upside of being a solid bounce spell early and a more powerful removal spell late.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
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.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
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.
Malboro
2.5 This enters trigger helps make up for the bad stats. Cycling this early to help with graveyard synergy is nice too.
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.
Stolen Uniform
0 Combat tricks are narrow enough, you don't need one that doesn't really do anything unless someone has a useful equipment in play.
Ashe, Princess of Dalmasca
1.5 // 3.5 You need a lot of artifacts for her to really go off, although the floor on her isn't terrible since most White decks will have at least a few.
Ride the Shoopuf
2 This has a lot of potential, but it's awkward to play early because it doesn't add to the board, and awkward to play late because you're less likely to get enough value out of it. It's ability to become a creature does help offset that last part, though.
Combat Tutorial
2.5 Adding a counter to Divination is a pretty big deal, because now it actually adds to the board.
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.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Vayne's Treachery
3.5 Without kicker this would often make the cut, and with it you can kill almost anything. There's plenty of fodder to sacrifice to it, too.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Thief's Knife
3 This combat damage trigger is really strong, but you're probably not going to get in there with your Job Select token since a three mana 2/2 is pretty dismal. You can move it around later though, and I think you'll be able to find something worth putting it on.
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.
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.
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.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact 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.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
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.
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.
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.
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.
Magitek Armor
2.5 If you just look at the Vehicle here, the rate's not great. But a Vehicle that makes something that can already crew it has been pretty good in the past, and getting two permanents has it's own value in this set.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
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.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
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.
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.
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.
Minwu, White Mage
1.5 The starting stats are terrible here, and this format neither has a ton of Clerics nor a ton of ways to gain life, and it needs both of those things to overcome it's problems.
Exdeath, Void Warlock
3.5 This has a very good baseline and it's not that challenging to transform in the late game, and when it does it can chip in for a ton of damage.
Rydia's Return
2 These two modes have their place and are good in different situations, but this is still super clunky.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
Syncopate
2.5 X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
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.
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.
Coeurl
2 This ability is pretty medium these days, as you can't use it until late, and oftentimes you'd rather be using your mana on something else. But it's still a decent 2-drop, and you need those.
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.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Vayne's Treachery
3.5 Without kicker this would often make the cut, and with it you can kill almost anything. There's plenty of fodder to sacrifice to it, too.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
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.
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.
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.
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.
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.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
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.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.
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.
Random Encounter
0 This is just too random to be a reliable card in Limited.
Cactuar
1.5 As nice as a one mana 3/3 trampler can be, having one that bounces to your hand every other turn is pretty bad.
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.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
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.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
Ice Magic
3.5 The "Blizzara" mode is a good removal spell we see in every set, and this has the upside of being a solid bounce spell early and a more powerful removal spell late.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
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.
Malboro
2.5 This enters trigger helps make up for the bad stats. Cycling this early to help with graveyard synergy is nice too.
Stolen Uniform
0 Combat tricks are narrow enough, you don't need one that doesn't really do anything unless someone has a useful equipment in play.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
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.
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.
Pack 1 Pick 12: Fight On!
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.
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.
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.
Pack 1 Pick 13: Airship Crash
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
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.
Pack 1 Pick 14: Item Shopkeep
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
Pack 2 Pick 1: Syr Konrad, the Grim
Stiltzkin, Moogle Merchant
2.5 This is a great creature to buff becuase of lifelink, and this ability can be surprisingly good. Donating Enchantments or lands is where you can get the most value.
Eject
3 Bouncing something and drawing a card feels pretty great, and if you use this in response to a trick or something, it's especially backbreaking.
Magitek Armor
2.5 If you just look at the Vehicle here, the rate's not great. But a Vehicle that makes something that can already crew it has been pretty good in the past, and getting two permanents has it's own value in this set.
Phantom Train
0 // 3.0 This is terrible if you don't have lots of sacrifice fodder, which mostly means you want this in Black/White and nowhere else. In that deck, it can turn lots of boards lethal.
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.
Syr Konrad, the Grim
3.5 This stat-line is a lot worse than it was back in the days of Dominaria, but this triggered ability is surprisingly easy to bleed your opponent out with.
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
Hecteyes
3 Two mana 1/1s that make the opponent discard always play quite well, especially when a set has some sacrifice stuff going on.
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.
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.
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.
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.
Ice Magic
3.5 The "Blizzara" mode is a good removal spell we see in every set, and this has the upside of being a solid bounce spell early and a more powerful removal spell late.
Aerith Gainsborough
3 There's enough incidental life gain and legendary creatures in the set for her to work reasonably well, but she's not going to be super powerful since life gain is more of a sub-theme than anything and her stats are bad.
Garnet, Princess of Alexandria
3 She needs Sagas to go off, but that's not a huge ask in this set. If you can simultaneously buff your lifelinker and help your Saga Creatures stay around longer to generate more value, she's going to feel great. She will just be a two mana 2/2 with lifelink a big chunk of the time, though.
Ride the Shoopuf
2 This has a lot of potential, but it's awkward to play early because it doesn't add to the board, and awkward to play late because you're less likely to get enough value out of it. It's ability to become a creature does help offset that last part, though.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
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.
Stuck in Summoner's Sanctum
3 In most cases, this can fully remove a creature, and doing that at instant speed is pretty nice.
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.
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.
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.
Hecteyes
3 Two mana 1/1s that make the opponent discard always play quite well, especially when a set has some sacrifice stuff going on.
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.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 3: Evil Reawakened
Summon: Brynhildr
3.5 This'll be a two mana 2/1 that effectively draws you a card most of the time, and that's really good.
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.
Evil Reawakened
2 5 mana to reanimate something rarely plays super well in Limited, even when it gives you a little something extra. It can be strong to be sure, but also a dead card.
Sandworm
3 There's a secret mode here where you target your own land to trigger landfall, so that ability has more utility than you'd think, and you also get a big hasty creature.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
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.
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.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 4: Ninja's Blades
Ninja's Blades
4 This is really efficient for what it is, and while it'll be hard to get in with your Hero token, this is really cheap to move around, so you're going to find a creature who can benefit from it.
The Emperor of Palamecia
3.5 Even if she couldn't transform she'd be really good, and it's very possible to transform her.
Prompto Argentum
3 A two mana 2/2 Haste is solid, and this'll spit out a treasure once a game or so.
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.
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
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.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Hope Estheim
2.5 Milling isn't a very reliably strategy in this format, so she's mostly just a hard-to-cast two mana 2/2 with lifelink.
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.
Opera Love Song
2 The card draw mode is the good one here, but keep in mind that you only have until your next end step to use them.
Tifa's Limit Break
3 This is a really good trick. The first mode is passable, but it scales as the game continues.
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.
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.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
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.
Evil Reawakened
2 5 mana to reanimate something rarely plays super well in Limited, even when it gives you a little something extra. It can be strong to be sure, but also a dead card.
Stolen Uniform
0 Combat tricks are narrow enough, you don't need one that doesn't really do anything unless someone has a useful equipment in play.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
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.
Syncopate
2.5 X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
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.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
Lindblum, Industrial Regency
3 A land that gives you a token is pretty nice, and I also like that the Adventure here can trigger your other Wizard tokens.
Judge Magister Gabranth
3 Growing off of both artifacts and creatures can allow the Judge to get pretty massive.
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.
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.
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.
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.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Town Greeter
3 This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
Pack 2 Pick 8: Hecteyes
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.
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.
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.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Hecteyes
3 Two mana 1/1s that make the opponent discard always play quite well, especially when a set has some sacrifice stuff going on.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
Garnet, Princess of Alexandria
3 She needs Sagas to go off, but that's not a huge ask in this set. If you can simultaneously buff your lifelinker and help your Saga Creatures stay around longer to generate more value, she's going to feel great. She will just be a two mana 2/2 with lifelink a big chunk of the time, though.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
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.
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.
Pack 2 Pick 10: Garland, Knight of Cornelia
Garnet, Princess of Alexandria
3 She needs Sagas to go off, but that's not a huge ask in this set. If you can simultaneously buff your lifelinker and help your Saga Creatures stay around longer to generate more value, she's going to feel great. She will just be a two mana 2/2 with lifelink a big chunk of the time, though.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
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.
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.
Pack 2 Pick 11: Town Greeter
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
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.
Pack 2 Pick 13: Loporrit Scout
Stolen Uniform
0 Combat tricks are narrow enough, you don't need one that doesn't really do anything unless someone has a useful equipment in play.
Pack 2 Pick 14: Stolen Uniform
Stolen Uniform
0 Combat tricks are narrow enough, you don't need one that doesn't really do anything unless someone has a useful equipment in play.
Pack 3 Pick 1: Cornered by Black Mages
Ultima
3 This has a powerful effect, but "End the Turn" is more downside than upside, since your opponent gets to rebuild their board first. It does turn off death triggers, though.
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.
Lion Heart
2 While I like the "enters" trigger, the cost of casting this and equipping it doesn't seem great.
Samurai's Katana
3.5 This is a three mana 3/3 with trample and haste and all kinds of upside.
Chocobo Racetrack
2 This can definitely be powerful and grind out tons of value, but it's a little slow. Only when you get the third Bird will you feel like you're really doing something worth the mana.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Cornered by Black Mages
2.5 Edicts have diminishing returns, but this one always gives you a body to make up for that.
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.
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.
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.
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.
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.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
Chocobo Racetrack
2 This can definitely be powerful and grind out tons of value, but it's a little slow. Only when you get the third Bird will you feel like you're really doing something worth the mana.
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.
Godo, Bandit Warlord
3.5 It's a little expensive, but most Red decks in this format will get their 6 mana's worth out of this, especially since Job Select means whatever Equipment you tutor up will come with a body.
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.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
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.
Bartz and Boko
1.0 / 3.5 There are enough birds (especially tokens) in this set for this to turn into a nice play that kills an opposing creature, but not all decks will have enough of them. Red/Green is where you're likely to have the most of them.
Omega, Heartless Evolution
4 This is a great Town payoff that is even capable of pulling you back ahead from behind.
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.
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.
Strixhaven Stadium
0 This is a bad mana rock and you're never winning with this alternate win condition.
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.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
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.
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.
Syncopate
2.5 X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
Vanille, Cheerful l'Cie
3.5 This is a really nice 2-for-1, and while melding won't be happening very often, it's upside on a really good card.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Adventurer's Inn
0 Even in a town deck I don't think it's a good idea to run this. It's really bad for your mana and a tiny bit of lifegain doesn't offset that.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
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.
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.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 3 Pick 5: Vanille, Cheerful l'Cie
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
Chocobo Kick
3.5 This has a Kicker you can literally always pay, and you can turn that downside into even more upside with landfall. And it's premium removal to begin with.
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.
Vayne's Treachery
3.5 Without kicker this would often make the cut, and with it you can kill almost anything. There's plenty of fodder to sacrifice to it, too.
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.
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.
Ice Magic
3.5 The "Blizzara" mode is a good removal spell we see in every set, and this has the upside of being a solid bounce spell early and a more powerful removal spell late.
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Balamb T-Rexaur
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 9: Loporrit Scout
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
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.
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.
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.
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.
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.
Pack 3 Pick 10: Goobbue Gardener
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
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.
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.
Strixhaven Stadium
0 This is a bad mana rock and you're never winning with this alternate win condition.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
Pack 3 Pick 12: Adventurer's Inn
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.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.
Pack 3 Pick 13: Gran Pulse Ochu
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.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.