Verity Circle
2.0 This thing is clunky, but it is also a pretty insane late-game value engine, which you can use to lock down opposing creatures and draw a card every turn. It gets even spicier if you combine it with some other tap effects. That said, it is pretty terrible early, and even late the amount of mana it demands can be a little bit too much.
Clan Guildmage
3.0 This guildmage might be the most underwhelming of the group, but its still pretty good! One problem is that both of the abilities kind of do the same thing, so it isn’t as flexible as the others. Turning off a blocker can really allow you to get in for huge damage, and animating a land for a turn can do that too.
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Clear the Stage
3.0 5-mana for -3/-3 isn’t very good, but if you have a few creatures with 4 or more power in your deck, it becomes pretty impressive, as killing something and getting the best creature back from the graveyard is a big deal.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 2: Nikya of the Old Ways
Nikya of the Old Ways
4.0 This card is surprisingly good. The downside is pretty real, but if you’re drafting Gruul you’ll find yourself in decks with 18+ creatures pretty often, and if that’s the case this is an excellent inclusion. You can usually drop it on turn 5, and then untap and play your hand on the next turn. Nikya gets even better if you make sure to include some activated abilities that you can sink your massive amounts of mana into. Drawing your noncreature spells when Nikya is in play can feel rough, but you can also just send in the big 5/5 and offer trades when that situation happens.
Senate Guildmage
4.0 I think this is the best of the Guildmages in this set. Both of its abilities are pretty nice, and easily usable. You end up just having a random mana around a lot in Limited! You can gain life if you really need to stabilize, or you can dig deeper in your deck if you need to find removal or press your advantage.
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 3: Rumbling Ruin
Hackrobat
3.5 This is a really nice creature, whether or not you manage to cast it for Spectacle. It is a real challenge to block thanks to death touch, and it can hit really hard. If you do cast it on turn two it feels pretty insane!
Rumbling Ruin
3.5 If you’re in Gruul, this 6-mana 6/6 can often come down and turn off a number of blockers, which will often allow your creatures who already in play to get in for some significant damage. It won’t always get to do its thing, but this has a floor of a vanilla 6-mana 6/6 and a very impressive ceiling.
Fireblade Artist
4.0 This is one of the most aggressive cards in the format, and it can generate massive amounts of damage. A lot of the decks in the format are very slow, and this can really devastate most of those decks if it comes down early. Rakdos has enough sacrifice fodder that this can really work out, and it of course also gets Spectacle going.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 4: Depose
Depose
3.5 The Deploy side here is where most of the value is – and boy, it end sup being a lot of value! At worst, you get two 1/1 flyers and gain 2 life – and that’s about a 2.5, and this often ends up gaining you significantly more life. Having the Depose option is nice too, as sometimes you can use it to find a way to get through for lethal.
Tower Defense
0.0 This is mostly just a really fancy version of Fog, something that is just never worth it in Limited. You don’t want to go down a card just to buy yourself a single turn in this format.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 5: Silhana Wayfinder
Scrabbling Claws
0.5 This is mostly a sideboard card to bring in against graveyard decks, and there aren’t really that many of those in this format anyway.
Silhana Wayfinder
2.0 This just give you some card selection. And, that’s nice – but it is something people tend to overrate. The difference between drawing a card and putting one on top of your library is massive. This is a fine card, but don’t overrate it.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Pack 1 Pick 6: Rampaging Rendhorn
Syndicate Guildmage
3.5 This has two pretty nice abilities! The cheaper one can shut down big boys, which you can use either defensively or offensively. The second ability is the sort of thing you can use in the late game when the board is clogged up, and it can really help you get there.
Tin Street Dodger
2.5 This is a decent creature for a few reasons. First, if you’re in Rakdos, it is a good spectacle enabler. Second, if you’re in Gruul, it’s a nice play to put +1/+1 counters because it is usually unblockable. It is a nice enabler/payoff for each of those decks.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 7: Rampaging Rendhorn
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Pack 1 Pick 8: Frenzied Arynx
Regenesis
1.5 Getting two things back from your graveyard can be nice, but 5 mana is a big cost to pay, even at Instant speed.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Pack 1 Pick 9: Gravel-Hide Goblin
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Scuttlegator
1.5 This isn’t very good. A 6-mana 6/6 with Defender can block pretty well, but you need your six drop to do more than that! It can eventually adapt into a huge creature that can attack, but it still feels too clunky most of the time.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Pack 1 Pick 10: Consign to the Pit
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Pack 1 Pick 11: Titanic Brawl
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Pack 1 Pick 12: Tower Defense
Tower Defense
0.0 This is mostly just a really fancy version of Fog, something that is just never worth it in Limited. You don’t want to go down a card just to buy yourself a single turn in this format.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Pack 1 Pick 13: Rubblebelt Runner
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Pack 1 Pick 14: Consign to the Pit
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Cindervines
0.5 This is a decent sideboard card. You’re really only going to want to bring it in against decks with artifacts and enchantments worth targeting, though. The other ability isn’t enough on its own.
Combine Guildmage
3.5 There are a whole lot of counters in this set, so both abilities on the Guildmage end up coming up a lot in the mid-to-late game, and its pretty powerful to threaten to move counters around, or add additional counters to your creatures.
High Alert
0.0 // 3.0 Obviously enough, this is a build around, but it is one that its possible to make work in the format. There are enough defensive creatures in the format, and this combines particularly well with the unblockable 2/5 with Vigilance. It is going to be terrible in most Azorius decks, though.
Sharktocrab
4.5 This is an Uncommon, but its also a bomb. You have a very efficient creature to start with, and then it comes with an incredible +1/+1 counter payoff – and it’s a payoff that it can generate all on its own thanks to Adapt. Freezing creatures down is a huge deal, especially when you have a big Fish Octopus Crab that can now get in there thanks to tapping something down. It gets really insane if you find a way to put counters on it even after you adapt!
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Sauroform Hybrid
3.5 This is one of Green’s best Commons. It starts out as a 2-mana 2/2, and then in the late game it can become a formidable 6/6 that gets all kinds of +1/+1 countery payoffs.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 2: Zhur-Taa Goblin
Captive Audience
2.5 This is a very fun card – but not an amazing one. It costs a massive amount of mana, and your opponent will often be able to make the first two choices not really impact them in the immediate future. By the time they get to third choice, though, they are usually going to be in some trouble one way or another. Captive Audience is pretty nice if you’re already ahead or parity, but not that great if you’re behind, and it often feels like it doesn’t do anything for the first turn or two, and that hurts for 7 mana.
Zhur-Taa Goblin
3.5 This is either a two mana 3/3, or a two mana 2/2 with Haste, and both options are very appealing.
Frilled Mystic
3.5 If you pull this off, you end up netting a nasty 2-for-1. There are few things better than countering a spell and adding to the board at the same time! There will be times where you leave mana up and don’t get to use it, so be careful about how you’re using your mana in general. One nice thing is your plan B can be to Adapt a creature, so you don’t end up leaving up your mana for nothing.
Skatewing Spy
3.0 4-mana for a 3/2 definitely isn’t great, but if your board already has some counters lying around, it will immediately give flying to some of your creatures, and obviously it can eventually adapt and become a Flyer itself. However, if your whole plan is adapting this, it isn’t great. You really need some other +1/+1 counters around for it to feel worth the investment – luckily, that’s not too hard to do if you’re in the Simic deck.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 3: Sunder Shaman
Sunder Shaman
3.5 This is hard to block effectively, and this format has enough artifacts and enchantments around that its ability to threaten those is a pretty big deal.
Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 4: Savage Smash
Gatebreaker Ram
1.5 // 4.0 This is one of the premier Gate payoffs in the format. If you end up with a critical mass of Gates, it will regularly be massive, evasive, and good at both attacking and blocking. Even if your deck has only 5 or so gates, it is a reasonable inclusion. While it is definitely a build around, it is a strong enough one that it is worth taking very highly.
Screaming Shield
0.0 Mill sometimes work as a strategy in this format, but this is a really clunky way to go about it.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Savage Smash
3.5 The stats boost plus the Fight is massive, especially in situations where you can use this to kill a blocker and swing the thing you fought with. As always with Fight spells, you need to be a little bit cautious about when you cast it, since your opponent doing something in response often wrecks you.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Pack 2 Pick 5: Bolrac-Clan Crusher
Macabre Mockery
1.5 Most cards that are just temporary reanimation spells don’t tend to be very good, and that’s pretty much the case here. Sure, you can get something back and get a big swing in sometimes, but what you get often isn’t worth the card you spend.
Bolrac-Clan Crusher
2.5 Turning counters into damage is nice, but this card’s clunky stats aren’t, and you’ll often find yourself in situations where just keeping your counters around is better!
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Skewer the Critics
4.0 This is often just one Red mana for a Sorcery-speed Lightning Bolt, and that’s amazing. Even if you could only ever pay 3 for this card, it would be premium removal, so the upside of only costing one Red really makes it an excellent card, and one of the best Commons in the set.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 6: Clamor Shaman
Clamor Shaman
3.5 This thing is incredible if you’re an aggro deck. As always, making something unable to block is a big deal, and can often really open the floodgates on your opponent. Because of Riot, the Shaman can swing right away, and really alter the race. If she can’t attack your opponent does get a window to kill her, but making her a 2/2 and swinging on the next turn still feels pretty good.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Footlight Fiend
2.0 This can sometimes generate a 2-for-1, and at the very least it really makes life difficult for any opponent that has an X/1 in play. It is also pretty good sacrifice fodder, and gets Spectacle going. It is a surprisingly effective one drop!
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Pack 2 Pick 7: Rampaging Rendhorn
Galloping Lizrog
3.0 The base stats here are pretty bad, so if you don’t have a board with a decent number of counters it feels absolutely terrible. Additionally, you don’t usually want to be putting all of your eggs in one basket in Limited, so be cautious about how you use the Lizrog. It is usually just going to be better to leave counters on multiple creatures, rather than move them to all to the Lizrog. But yeah, it is nice that you can just remove a single counter from something and that makes it a 5-mana 5/5 trampler.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Plague Wight
2.5 This is a solid little two-drop that is pretty hard for your opponent to block effectively in the early game.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 8: Frenzied Arynx
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Imperious Oligarch
3.5 This has nice base stats and comes with the very nice Afterlife mechanic. Two mana for a 2/1 with Vigilance and a 1/1 Flyer is a pretty great deal, even if you aren’t getting them both at the same time.
Plague Wight
2.5 This is a solid little two-drop that is pretty hard for your opponent to block effectively in the early game.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Pack 2 Pick 9: Rubblebelt Runner
Cindervines
0.5 This is a decent sideboard card. You’re really only going to want to bring it in against decks with artifacts and enchantments worth targeting, though. The other ability isn’t enough on its own.
Combine Guildmage
3.5 There are a whole lot of counters in this set, so both abilities on the Guildmage end up coming up a lot in the mid-to-late game, and its pretty powerful to threaten to move counters around, or add additional counters to your creatures.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Pack 2 Pick 10: Burn Bright
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 11: Aeromunculus
Aeromunculus
3.5 This starts with solid stats, so the fact that the amplify ability only grants a single counter isn’t a big deal. It has a great baseline and comes with the upside of getting bigger later in the game.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 12: Feral Maaka
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Pack 2 Pick 13: Sagittars' Volley
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Pack 2 Pick 14: Spear Spewer
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Pack 2 Pick 15: Prying Eyes
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Pack 3 Pick 1: Awaken the Erstwhile
Awaken the Erstwhile
0.0 Yeah, this just needs too many things to work out to ever be worth it. Giving your opponent tokens too is a horrible idea, and you just don’t have that much control over who has more cards in hand.
Dovin's Acuity
3.5 This is a very real card in the format, and it generates some insane value that really makes Azorius control decks into monsters in the late game. Sure, casting your Instants like they are Sorceries isn’t always ideal, but the cards and life you get from this really pay you off for going for the significantly clunkier play. The format is slow enough that Dovin’s Acuity is a very real card that will win you the game in the long run.
Combine Guildmage
3.5 There are a whole lot of counters in this set, so both abilities on the Guildmage end up coming up a lot in the mid-to-late game, and its pretty powerful to threaten to move counters around, or add additional counters to your creatures.
High Alert
0.0 // 3.0 Obviously enough, this is a build around, but it is one that its possible to make work in the format. There are enough defensive creatures in the format, and this combines particularly well with the unblockable 2/5 with Vigilance. It is going to be terrible in most Azorius decks, though.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 2: Collision
Theater of Horrors
4.5 This can generate a ton of card advantage, and can really allow you to snowball your opponent. It makes sure that your aggressive Rakdos decks will virtually never run out of gas, and it can even do damage to the opponent all on its own! Sometimes it ends up feeling like a bad draw when you can’t damage your opponent – but you were probably going to lose that game anyway!
Collision
3.5 This card is a great example of how nice flexibility is! Being able to play a main deck Plummet effect is pretty sweet, and you definitely can here because the Colossus side is a pretty impressive combat trick that can allow for massive amounts of damage while also allowing your creature to win combat.
Light Up the Stage
3.5 This jus tends up feeling like a one mana Divination a huge chunk of the time, and even casting it for three isn’t a disaster. The card advantage it grants you is just great.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 3: Rubblebelt Runner
Emergency Powers
1.5 This is a really interesting design, though it isn’t particularly good! You have two options here. You can use this on your opponent’s end phase to reload both of your hands, and then get the first chance at playing some of the new cards you draw when you untap. That can feel pretty good, and is honestly sometimes better that going the Addendum route here. Getting one 7 mana permanent into play for free is nice of course, but then your opponent gets to untap and play everything in their hand. Either way, the card is pretty awkward if you’re already behind, and isn’t really guaranteed to get you ahead at parity either.
Basilica Bell-Haunt
3.5 This whole cycle is pretty powerful, and that’s certainly the case here! This gives you a solid body, usually nets you a 2-for-1, and even gives you some life! The one downside is the mana cost, which even in an Orzhov deck won’t always be easy to produce. Still, you’ll usually be able to hit a card when it ETBs.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Gateway Plaza
2.5 This comes with the “Gate” type, which means you’ll want it in many decks, and it also does a decent job of fixing.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 4: Rubblebelt Runner
Cry of the Carnarium
0.5 // 3.0 In this format, you can end up in some pretty defensive and controlling decks, and in them, you don’t have very many creatures who die to this. If you’re one of those decks, this thing is a power house, as it can completely derail aggro decks in the early game, virtually guaranteeing you win. But there are lots of decks in this format that shouldn’t be interested in this in the main deck.
Incubation
2.0 This isn’t as impressive as the rest of this cycle. Both sides can be nice in certain situations, but even when you have both options, neither ends up feeling too great a big chunk of the time. Paying one to get a bit of card selection isn’t great, and neither is paying 3 to kill something and give its controller a 3/3. This is certainly playable, but not remotely impressive.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Burn Bright
1.0 // 2.0 If you’re really going wide, this isn’t a terrible inclusion, but only the most aggressive decks are going to be interested in this.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Summary Judgment
2.5 Its conditional, but its also pretty efficient. Its more efficient if you use it during your main phase, but if you can kill a creature before it hits you with the 3 damage, that’s obviously a little bit better.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 5: Rhythm of the Wild
Rhythm of the Wild
2.5 This is powerful if you drop it on turn three, but significantly less impressive when you get it in the late game. It doe still upgrade all future creatures you draw, but when you are drawing one card a turn and not hitting creatures, it can be pretty rough.
Clan Guildmage
3.0 This guildmage might be the most underwhelming of the group, but its still pretty good! One problem is that both of the abilities kind of do the same thing, so it isn’t as flexible as the others. Turning off a blocker can really allow you to get in for huge damage, and animating a land for a turn can do that too.
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 6: Titanic Brawl
Sky Tether
2.5 If your deck has a lot of fliers this can be pretty good. If it doesn’t, it can be pretty mediocre, because the creature you put it on can still do everything apart from attack.
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Justiciar's Portal
0.5 As usual, this kind of card is a little too situational to be worth using. Blinking just doesn’t do enough often enough, even when you add first strike to the mix.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Sagittars' Volley
0.5 This is a solid sideboard card, but there aren’t really enough flyers to justify sticking this in your main deck.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 7: Savage Smash
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Dovin's Acuity
3.5 This is a very real card in the format, and it generates some insane value that really makes Azorius control decks into monsters in the late game. Sure, casting your Instants like they are Sorceries isn’t always ideal, but the cards and life you get from this really pay you off for going for the significantly clunkier play. The format is slow enough that Dovin’s Acuity is a very real card that will win you the game in the long run.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Applied Biomancy
2.5 This can generate some serious blowouts on occasions when both options are useful, and on most boards it is at least capable of doing something for you.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Savage Smash
3.5 The stats boost plus the Fight is massive, especially in situations where you can use this to kill a blocker and swing the thing you fought with. As always with Fight spells, you need to be a little bit cautious about when you cast it, since your opponent doing something in response often wrecks you.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Pack 3 Pick 8: Rubblebelt Runner
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Pack 3 Pick 9: Gift of Strength
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 10: Frenzied Arynx
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Frenzied Arynx
3.5 Whichever option you choose here, you end up with a very effective creature. I think that the +1/+1 counter option is typically the one you choose, but sometimes getting it with this right away is well worth it. The ability makes sure that by the late game, this is still a formidable attacker.
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Pack 3 Pick 11: Rubblebelt Recluse
Watchful Giant
1.0 This doesn’t really give you enough for the mana you spend on it. The two bodies are nice I guess, but neither of them is that significant.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Pack 3 Pick 12: Rubble Slinger
Rubble Slinger
2.0 If you don’t have any good ways to block flyers – this can certainly do it, though it isn’t exactly efficient.
Titanic Brawl
3.5 Your creature doesn’t get any sort of boost out of Titanic Brawl, but the fact that you can play this for only a single Green is pretty nice – especially because both Simic and Gruul are so into +1/+1 counters that already increase the size of your creatures anyway.
Gift of Strength
1.5 This trick is always fine. It allows a creature to win combat, but like all tricks it is a bit too situational.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 13: Clan Guildmage
Clan Guildmage
3.0 This guildmage might be the most underwhelming of the group, but its still pretty good! One problem is that both of the abilities kind of do the same thing, so it isn’t as flexible as the others. Turning off a blocker can really allow you to get in for huge damage, and animating a land for a turn can do that too.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.