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.
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.
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.
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.
Freya Crescent
3 This is a one drop that delivers tons of value, and she's a good palce to put the Equipment that she helps you play.
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.
Namazu Trader
2.5 Treasure has some nice additional benefits in Black, since there are lets of payoffs for artifacts going to the graveyard.
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.
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.
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
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.
Jidoor, Aristocratic Capital
2 The Adventure here isn't great, but it is upside on a Town that can tap for Blue, so a deck like U/G is still likely to play it.
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.
Barret Wallace
2.5 His attack trigger is typically going to do 0-1 damage, but it's upside on a solid creature.
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.
Laboratory Maniac
0 Trying to win with this in Limited is a very, very bad idea.
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.
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.
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.
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.
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.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
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.
Esper Origins
4 You get amazing value when you flash this back, and the initial spell is pasasble.
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.
Fire Magic
2 Mass damage spells are pretty awkward in Limited, but this one's modal, so in theory you can find the right window for it.
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.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
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.
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.
Raubahn, Bull of Ala Mhigo
3.5 A two mana 2/2 with this Ward ability is a passable two drop, and getting a free Equip can be really sweet.
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.
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.
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.
Namazu Trader
2.5 Treasure has some nice additional benefits in Black, since there are lets of payoffs for artifacts going to the graveyard.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
Blitzball Shot
2 This is a solid trick that can definitely do some work in aggro decks.
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.
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.
Prompto Argentum
3 A two mana 2/2 Haste is solid, and this'll spit out a treasure once a game or so.
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.
Reno and Rude
2.5 This asks for a ton to actually go off. You have to have it get in, you have to have something to sacrifice, and you need mana to cast it. That's a big ask, and when it's easiest to get in with it -- in the early game -- you won't have any of that going on. This is mostly just a two mana 2/1 with Menace.
Iron Giant
1.5 Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
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.
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.
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.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Poison the Waters
2 Neither mode is all that amazing, but they can both be pretty good in the right situation.
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.
Sleep Magic
3.5 This definitely has some problems, but it's so cheap that I can get over them.
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.
Sabotender
2 This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
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.
Crossroads Village
2.5 This is good fixing, although I think the duals are usually a little better.
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.
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.
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.
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.
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.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Blitzball Shot
2 This is a solid trick that can definitely do some work in aggro decks.
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.
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.
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.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
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.
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.
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.
Freya Crescent
3 This is a one drop that delivers tons of value, and she's a good palce to put the Equipment that she helps you play.
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.
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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.
Pack 1 Pick 10: Barret Wallace
Barret Wallace
2.5 His attack trigger is typically going to do 0-1 damage, but it's upside on a solid creature.
Laboratory Maniac
0 Trying to win with this in Limited is a very, very bad idea.
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.
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.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Pack 1 Pick 11: Black Mage's Rod
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
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.
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.
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.
Namazu Trader
2.5 Treasure has some nice additional benefits in Black, since there are lets of payoffs for artifacts going to the graveyard.
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.
Pack 2 Pick 1: Weapons Vendor
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.
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.
Queen Brahne
2 This stat-line isn't great, even with Prowess, but the attack trigger is.
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.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
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.
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.
Ice Flan
2 This doesn't feel horrible when you cast it, and it can grab you an island early.
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.
Town Greeter
3 This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
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.
Syncopate
2.5 X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
Midgar, City of Mako
3 There's plenty of good fodder to sacrifice in Black, so Reactor Raid is going to feel pretty good.
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.
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.
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.
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.
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.
Lunatic Pandora
1.5 Both of these abilities are incredibly overcosted.
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.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Gohn, Town of Ruin
3 The Town duals all provide nice fixing and a useful subtype.
Pack 2 Pick 3: Summon: G.F. Ifrit
Jumbo Cactuar
1.5 It's tough to make this card work, but if you have some trample and other evasion, some silly stuff can certainly happen.
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.
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.
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.
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.
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.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the 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.
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.
Namazu Trader
2.5 Treasure has some nice additional benefits in Black, since there are lets of payoffs for artifacts going to the graveyard.
Summon: G.F. Ifrit
3 This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
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.
Ignis Scientia
4 This generates a 2-for-1 while ramping your mana in a big way, and he can even remain relevant late because of his activated ability.
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.
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.
Crossroads Village
2.5 This is good fixing, although I think the duals are usually a little better.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
Cornered by Black Mages
2.5 Edicts have diminishing returns, but this one always gives you a body to make up for that.
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.
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.
Rydia, Summoner of Mist
3 This landfall trigger is a little awkward, since you will often want to dsicard lands to it. Her ability to reanimate sagas can come up in a big way in the late game.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
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.
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.
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.
Resentful Revelation
2 This is solid card selection that's pretty good at loading your graveyard.
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.
Jumbo Cactuar
1.5 It's tough to make this card work, but if you have some trample and other evasion, some silly stuff can certainly happen.
Sidequest: Raise a Chocobo
2.5 This is really tough to transform in Limited, but not impossible, especially in Red/Green.
Paladin's Arms
1.5 I don't love the rate here, even in a set with Equipment and Artifact payoffs.
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.
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.
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.
Bard's Bow
2.5 A three mana 3/3 Reach is fine, and in the late game this boost is decent.
Laughing Mad
2 This is decent card selection, and Flashing it back triggers 4-mana payoffs.
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.
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.
Dovin's Veto
1.5 Negate usually isn't great, and for Limited purposes, this is really just a harder to cast Negate.
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.
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.
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.
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.
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.
Pack 2 Pick 8: Restoration Magic
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.
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.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Magic Pot
2 The death trigger makes this appealing in both Artifact decks and sacrifice decks.
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.
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.
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.
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.
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.
Blazing Bomb
3 This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Pack 2 Pick 11: Vector, Imperial Capital
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.
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.
Gigantoad
2.5 This has a decent baseline and kind of scales up later in the game.
Crossroads Village
2.5 This is good fixing, although I think the duals are usually a little better.
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.
Rydia, Summoner of Mist
3 This landfall trigger is a little awkward, since you will often want to dsicard lands to it. Her ability to reanimate sagas can come up in a big way in the late game.
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.
Balthier and Fran
2.5 There aren't a huge number of vehicles in this set, but a three mana 4/3 with Reach is a solid baseline, and when you do have a vehicle they can be even better.
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.
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.
Fire Magic
2 Mass damage spells are pretty awkward in Limited, but this one's modal, so in theory you can find the right window for it.
Lion Heart
2 While I like the "enters" trigger, the cost of casting this and equipping it doesn't seem great.
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.
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.
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.
Cornered by Black Mages
2.5 Edicts have diminishing returns, but this one always gives you a body to make up for that.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
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.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
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.
Zodiark, Umbral God
0 This is really, really strong. But 5 Black mana is pretty impossible to consistently produce in Limited.
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.
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.
Summon: Primal Garuda
3 You really need Chapter 1 to be meaningful for this to be good, but the good news is it usually will be.
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.
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.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
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.
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.
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.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
Zodiark, Umbral God
0 This is really, really strong. But 5 Black mana is pretty impossible to consistently produce in Limited.
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.
Sleep Magic
3.5 This definitely has some problems, but it's so cheap that I can get over them.
Torgal, A Fine Hound
4 Just a two mana 2/2 that can tap for mana of any color is a great card, and this'll also put counters on stuff with regularity.
Barret Wallace
2.5 His attack trigger is typically going to do 0-1 damage, but it's upside on a solid creature.
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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 Shot
2 This is a solid trick that can definitely do some work in aggro decks.
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.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Tifa Lockhart
3 You need a few ways to increase her stats, but this format has plenty, and she can hit really hard in a hurry even with just one counter.
Choco-Comet
3.5 This is going to feel like a 2/2 bird token that does X when it enters, and if you look at it that way, it's actually pretty efficient.
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.
Battle Menu
3.5 Just having a choice between the removal mode and the token mode is a pretty good card, and those are the two modes you'll use the most -- but having the other two makes it even better.
Light Up the Stage
3.5 This is a great draw spell for Red. Paying one red mana for two card is very doable.
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.
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.
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.
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.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
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.
Pack 3 Pick 5: Warrior's Sword
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.
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.
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.
Ether
0 This is way too all in on only doing one thing.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
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.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
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.
Scorpion Sentinel
2 This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
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.
Queen Brahne
2 This stat-line isn't great, even with Prowess, but the attack trigger is.
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.
Dreams of Laguna
2 This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
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.
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Blitzball Shot
2 This is a solid trick that can definitely do some work in aggro decks.
Locke Cole
3.5 The combination of these keywords and the combat damage trigger is really frustrating to play against.
Torgal, A Fine Hound
4 Just a two mana 2/2 that can tap for mana of any color is a great card, and this'll also put counters on stuff with regularity.
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.
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.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Crossroads Village
2.5 This is good fixing, although I think the duals are usually a little better.
Syncopate
2.5 X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
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.
Pack 3 Pick 8: Gaelicat
Queen Brahne
2 This stat-line isn't great, even with Prowess, but the attack trigger is.
Poison the Waters
2 Neither mode is all that amazing, but they can both be pretty good in the right situation.
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.
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.
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.
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.
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.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
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.
Hill Gigas
2 This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
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.
Pack 3 Pick 10: Gaelicat
Undercity Dire Rat
3 You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
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.
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.
Suplex
3.5 This is premium removal that comes with efficiency as well as flexibility.
Pack 3 Pick 11: Instant Ramen
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.
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 Shot
2 This is a solid trick that can definitely do some work in aggro decks.
Instant Ramen
2 This is never going to feel terrible, but it's rarely going to feel great either.
Pack 3 Pick 12: Light Up the Stage
Light Up the Stage
3.5 This is a great draw spell for Red. Paying one red mana for two card is very doable.
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.
Adventurer's Airship
2 The attack trigger is good, but the body is incredibly underwhelming.
Pack 3 Pick 13: Ether
Ether
0 This is way too all in on only doing one thing.
Aerith Rescue Mission
2 You're overpaying for either mode, but at least they are good in very different situations.
Pack 3 Pick 14: Item Shopkeep
Item Shopkeep
2.5 This feels like it will grant Menace often enough to be a solid two-drop.