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.
G'raha Tia
3 Her stats are decent for a defensive creature, and her ability to draw you cards isn't that hard to trigger.
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.
Omega, Heartless Evolution
4 This is a great Town payoff that is even capable of pulling you back ahead from behind.
Barret Wallace
2.5 His attack trigger is typically going to do 0-1 damage, but it's upside on a solid creature.
Dovin's Veto
1.5 Negate usually isn't great, and for Limited purposes, this is really just a harder to cast Negate.
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.
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.
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.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
Kain, Traitorous Dragoon
2.5 This is okay as a defensive creature, and has a powerful combat damage trigger. Giving your opponent access to that isn't always ideal, but you get it first, so I think it ends up benefitting you more often than it benefits them.
G'raha Tia
3 Her stats are decent for a defensive creature, and her ability to draw you cards isn't that hard to trigger.
Clash of the Eikons
2.5 This has a mediocre Fight spell as a baseline, and if you have Sagas around you can generate some additional value.
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.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
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.
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.
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.
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.
Ishgard, the Holy See
3.5 Having a land that can be a 3-for-1 in the mid to late game is pretty awesome. Most decks will have enough permanents to get back with this.
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.
Sidequest: Hunt the Mark
3.5 5 mana to destroy a creature and get a treasure is probably a 2.5, and this has the major upside of spitting out more treasure and even transforming into a threat.
Elixir
0 This doesn't do anything very meaningful, and you have to wait a long time before it can ever do something. If someone plays this against me, I'm going to be pretty happy -- because they may as well have mulliganed.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
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.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
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.
Ishgard, the Holy See
3.5 Having a land that can be a 3-for-1 in the mid to late game is pretty awesome. Most decks will have enough permanents to get back with this.
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.
Sidequest: Hunt the Mark
3.5 5 mana to destroy a creature and get a treasure is probably a 2.5, and this has the major upside of spitting out more treasure and even transforming into a threat.
Elixir
0 This doesn't do anything very meaningful, and you have to wait a long time before it can ever do something. If someone plays this against me, I'm going to be pretty happy -- because they may as well have mulliganed.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
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.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
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.
Excalibur II
3 There's enough incidental life gain in the set for this to be decent, but not so much that it's insane.
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.
Elixir
0 This doesn't do anything very meaningful, and you have to wait a long time before it can ever do something. If someone plays this against me, I'm going to be pretty happy -- because they may as well have mulliganed.
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.
Malboro
2.5 This enters trigger helps make up for the bad stats. Cycling this early to help with graveyard synergy is nice too.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
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.
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.
Excalibur II
3 There's enough incidental life gain in the set for this to be decent, but not so much that it's insane.
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.
Elixir
0 This doesn't do anything very meaningful, and you have to wait a long time before it can ever do something. If someone plays this against me, I'm going to be pretty happy -- because they may as well have mulliganed.
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.
Malboro
2.5 This enters trigger helps make up for the bad stats. Cycling this early to help with graveyard synergy is nice too.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
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.
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.
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.
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.
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.
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.
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.
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.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 1 Pick 8: Paladin's Arms
Relentless X-ATM092
2.5 It's definitely overcosted at first, but the fact it can come back in the late game is pretty nice upside.
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.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
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.
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.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact payoffs.
Random Encounter
0 This is just too random to be a reliable card in Limited.
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.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
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.
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.
Elixir
0 This doesn't do anything very meaningful, and you have to wait a long time before it can ever do something. If someone plays this against me, I'm going to be pretty happy -- because they may as well have mulliganed.
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.
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.
Pack 1 Pick 13: Cloudbound Moogle
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.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Noctis, Prince of Lucis
1.5 // 3.5 If you're in a heavy artifact deck this is a nice way to generate value, although the life loss keeps you from being able to do it a ton.
Jenova, Ancient Calamity
4 You'll usually get a counter of this the turn it comes down, and it will start to snowball as you buff creatures and make them into Mutants.
Esper Origins
4 You get amazing value when you flash this back, and the initial spell is pasasble.
Rydia's Return
2 These two modes have their place and are good in different situations, but this is still super clunky.
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.
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.
Cornered by Black Mages
2.5 Edicts have diminishing returns, but this one always gives you a body to make up for that.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
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.
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.
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.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 2: Gaelicat
Noctis, Prince of Lucis
1.5 // 3.5 If you're in a heavy artifact deck this is a nice way to generate value, although the life loss keeps you from being able to do it a ton.
Jenova, Ancient Calamity
4 You'll usually get a counter of this the turn it comes down, and it will start to snowball as you buff creatures and make them into Mutants.
Esper Origins
4 You get amazing value when you flash this back, and the initial spell is pasasble.
Rydia's Return
2 These two modes have their place and are good in different situations, but this is still super clunky.
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.
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.
Cornered by Black Mages
2.5 Edicts have diminishing returns, but this one always gives you a body to make up for that.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
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.
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.
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.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 3: Dragoon's Lance
The Wandering Minstrel
1.5 // 4.0 This is a very strong Town payoff, but you need a whole lot of them -- probably 8+ -- to have a chance of making those tokens.
Dragoon's Lance
3 A two mana 2/1 with flying on your turn is a solid aggro play, and this has a ton of upside beyond that since you get two permanents.
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.
Il Mheg Pixie
3 The stats are solid and this can improve your draws and load your graveyard early in the game.
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.
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.
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.
Crossroads Village
2.5 This is good fixing, although I think the duals are usually a little better.
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.
Stuck in Summoner's Sanctum
3 In most cases, this can fully remove a creature, and doing that at instant speed is pretty nice.
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.
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.
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.
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.
Laboratory Maniac
0 Trying to win with this in Limited is a very, very bad idea.
Commune with Beavers
2 You can only have so many cards that don't add to the board, and this one has a relatively minor effect in a color without any sort of spell theme. It's just decent card selection and not much more.
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.
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 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.
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.
Town Greeter
3 This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
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.
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.
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.
From Father to Son
0 This is not a vehicle format, and even if it was, this is too expensive and narrow to be worth playing.
Golbez, Crystal Collector
2.0 / 3.5 Not every Blue/black deck will have enough artifacts for this card to shine. If you have a ton of them, though, this is a great value engine. And the baseline for the card keeps the floor from being all that low.
Samurai's Katana
3.5 This is a three mana 3/3 with trample and haste and all kinds of upside.
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.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
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.
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.
Noctis, Prince of Lucis
1.5 // 3.5 If you're in a heavy artifact deck this is a nice way to generate value, although the life loss keeps you from being able to do it a ton.
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.
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.
Strixhaven Stadium
0 This is a bad mana rock and you're never winning with this alternate win condition.
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.
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 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.
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.
Pack 2 Pick 8: Weapons Vendor
Louisoix's Sacrifice
1.5 There are lots of legendaries in this set, but 2-for-1ing yourself to cast Negate isn't what you want to be doing most of the time. Paying 3 for Negate isn't great either.
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.
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.
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.
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.
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.
Blitzball Shot
2 This is a solid trick that can definitely do some work in aggro decks.
Qutrub Forayer
1.5 The stat-line's bad and these two enters triggers are difficult to generate real value with.
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.
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.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
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.
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.
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.
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.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 11: Paladin's Arms
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.
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.
Commune with Beavers
2 You can only have so many cards that don't add to the board, and this one has a relatively minor effect in a color without any sort of spell theme. It's just decent card selection and not much more.
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.
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.
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 3 Pick 1: Aerith Gainsborough
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.
Summon: Bahamut
0.0 // 4.0 This is too expensive to be castable in most Limited decks, but if you cast it you just win. There will be some ramp decks that can make it work.
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
Sidequest: Hunt the Mark
3.5 5 mana to destroy a creature and get a treasure is probably a 2.5, and this has the major upside of spitting out more treasure and even transforming into a threat.
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.
Zack Fair
3 This little one drop is going to be a menace since it can so effectively protect it's friends and work as a combat trick at the same time.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
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.
Goobbue Gardener
3 Two mana 1/3s that tap for Green always play pretty well.
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.
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.
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.
A Realm Reborn
0 This effect isn't worth a card in Limited. You won't have anything to spend all that mana on 90% of the time.
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.
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.
Light Up the Stage
3.5 This is a great draw spell for Red. Paying one red mana for two card is very doable.
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.
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.
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
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.
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.
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.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Lion Heart
2 While I like the "enters" trigger, the cost of casting this and equipping it doesn't seem great.
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.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
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.
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.
Commune with Beavers
2 You can only have so many cards that don't add to the board, and this one has a relatively minor effect in a color without any sort of spell theme. It's just decent card selection and not much more.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
Edgar, King of Figaro
4 You can ignore the coin part, but his enters trigger is going to draw you at least 1 card with regularity, and you'll draw way more in a deck like Blue/White.
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.
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.
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.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
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.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Treno, Dark City
3 The Town duals all provide nice fixing and a useful subtype.
Pack 3 Pick 5: Magitek Infantry
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.
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.
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.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
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.
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.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard 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.
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.
Pack 3 Pick 6: Ashe, Princess of Dalmasca
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.
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.
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.
Dovin's Veto
1.5 Negate usually isn't great, and for Limited purposes, this is really just a harder to cast Negate.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.
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: 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.
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.
Rinoa Heartilly
3.5 The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
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.
Zack Fair
3 This little one drop is going to be a menace since it can so effectively protect it's friends and work as a combat trick at the same time.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
A Realm Reborn
0 This effect isn't worth a card in Limited. You won't have anything to spend all that mana on 90% of the time.
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
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.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
Pack 3 Pick 11: Weapons Vendor
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Pack 3 Pick 12: Undercity Dire Rat
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Pack 3 Pick 13: Instant Ramen
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.