Smothering Tithe
0.0 This is an EDH staple of course, but its terrible in Limited. You don’t end up having enough stuff to use the treasure on, and its an Enchantment that doesn’t do anything at first.
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.
Orzhov Enforcer
3.5 Now THIS is a death toucher. It can trade with anything as a two mana card, and it even leaves behind a very relevant 1/1 Flyer that can really matter all game long.
Essence Capture
2.0 Because this is two mana, it’s a pretty reasonable counterspell, even if it does only hit creatures. Limited decks have tons of creatures, so it works out, and adding the counter even has a bit of synergy within the Simic deck.
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.
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.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
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.
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.
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.
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.
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!
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
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 2: Amplifire
Amplifire
2.0 This thing has a big text box, but mostly this ends up being a pretty mediocre vanilla creature. Sometimes it will get pretty big, but a lack of any sort of evasion doesn’t make that a huge deal in a format with plenty of creature tokens. And the flip side is that sometimes it is really small – and there is always a window where it a very vulnerable 1/1.
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Consecrate
3.0 Consecrate is pretty situational and won’t come up a ton, but Consume is pretty nice most of the time. Your opponents’ creature with the highest power won’t always be their best, but it will be often enough that Consume ends up feeling pretty amazing most of the time.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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.
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.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
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.
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.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
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.
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 3: Rubblebelt Recluse
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!
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.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
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.
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.
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.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
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.
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.
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.
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.
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 1 Pick 4: Rumbling Ruin
Tome of the Guildpact
3.5 This can be really powerful. Obviously you need a decent number of multicolored cards, but that’s very doable in the format. This will net you a ton of cards in most decks. The main downside is the fact that you have to play this clunky 5-mana artifact and hope that you get to untap and start getting those cards.
Screaming Shield
0.0 Mill sometimes work as a strategy in this format, but this is a really clunky way to go about it.
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.
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.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
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.
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.
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.
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.
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.
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.
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: Rubblebelt Recluse
Wilderness Reclamation
0.0 This was a famously powerful card in constructed – in Limited, it is pretty much unplayable. You just won’t have anything to do with all the mana it gives you, even in a format with Adapt. Basically, you end up going down a card for no effect at all if you play this.
Gyre Engineer
3.0 This is incredibly fragile, and you’ll find it often dies to a very cheap removal spell before you untap with it. But if you do untap, you get a pretty nice mana boost.
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.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
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.
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.
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.
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.
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.
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 1 Pick 6: Swirling Torrent
Archway Angel
3.5 Gate decks are pretty real in this format, and Archway Angel is one of the best payoffs, as it can come down, giving you a significant body, and gain you enough life to stabilize in many cases.
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.
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.
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.
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.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
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.
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.
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.
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 7: Frenzied Arynx
Biogenic Upgrade
2.5 This can really help you close out a game, and is even pretty nice at just upgrading your board. And that’s a big deal, because if it was only good at winning you the game the turn you cast it, it would be far too narrow. Having a single copy of this at the top of your curve in both Gruul and Simic decks is pretty solid, though you don’t want to have more than that.
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.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most 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.
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.
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.
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.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
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 1 Pick 8: Gruul Guildgate
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.
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.
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.
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.
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
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.
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.
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 1 Pick 9: Rakdos Guildgate
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.
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.
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.
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.
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!
Shimmer of Possibility
1.5 If you’re in the spell deck, this can be worth playing, otherwise casting this isn’t very impactful.
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 10: Sylvan Brushstrider
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
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.
Pack 1 Pick 11: Sylvan Brushstrider
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.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
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.
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 1 Pick 12: Rakdos Guildgate
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.
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.
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.
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 13: Spikewheel Acrobat
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
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.
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.
Pack 1 Pick 14: Debtors' Transport
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.
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.
Pack 1 Pick 15: Mammoth Spider
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Pack 2 Pick 1: Rhythm of the Wild
Revival
2.5 Both sides of this are pretty narrow effects. If you have something worth reanimating, Revival is fine. Revenge, meanwhile, can be an effect to really shift the momentum of a game in your favor, but there are plenty of life totals for both you and your opponent where it doesn’t really net you very much value.
Enraged Ceratok
3.5 This has really nice stats and is surprisingly difficult to block easily.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 2: Sauroform Hybrid
Guardian Project
3.5 Any time you play a 4-mana Enchantment that doesn’t do anything right away, you’re putting yourself behind the 8-ball, but this is a powerful card-drawing engine that really makes it worth it. Your deck does need a lot of creatures, and ideally not too many that are duplicates, so that this effectively makes a huge chunk of your deck into 2-for-1s. The downside of having to wait is real, but the card advantage this can grant you is worth it.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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 3: Rubblebelt Recluse
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
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!
Orzhov 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.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
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.
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.
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.
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.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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: Gate Colossus
Glass of the Guildpact
0.0 // 2.5 This format has enough multicolored creatures that sometimes you’ll end up in a deck where it is worth running, but it won’t happen super often.
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.
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.
Gate Colossus
4.0 This thing is an absolute monster in this format. Obviously you need some gates, but you can get those easily enough, and when you do, it end sup being a heavily discounted 8/8 that can’t be chump blocked by little guys. And then, if your opponent does deal with it, you will ultimately get it back later in the game and star the whole thing over. This is worth taking very highly, and it really feels like an absolute bomb in the right deck.
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.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
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.
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.
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.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
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.
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 5: Zhur-Taa Goblin
Orzhov Racketeers
2.5 This has some bad starting stats for the cost, but it does have some nice stuff going on. On a base level, you can simply trade this for something and enjoy your 1/1 tokens. But you’ll find yourself in a situation sometimes where your opponent just has to take this, because they don’t really want to give you the flyers, and when they do take it, they have to lose a card, which is pretty nice.
Knight of the Last Breath
2.0 This is mostly too clunky. A 7-mana 4/4 is just bad, even if it does leave behind three 1/1 tokens and the ability to generate more tokens. It isn’t unplayable, but you’ll find yourself cutting it a lot.
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.
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.
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.
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.
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.
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.
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.
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.
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: Gates Ablaze
Spire Mangler
2.5 You know, this card looks like it would do a ton, but it is significantly less impressive than it looks. It is a solid card for sure, but you don’t often find a way to really leverage that +2/+0 into much additional value. First, restricting it to flyers really hurts. Mostly, it helps you chip in for more damage, or make a 1-for-1 trade. Keep in mind it can target itself, so if you want to flash it in to kill an attacking X/4, it can do that.
Gates Ablaze
1.0 // 3.5 Gate control decks are definitely a thing in this format, and this is a card that can enable them, since it can often sweep the board in the early game, allowing you to get to the point where you can cast your Archway Angels and the like.
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.
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!
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.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
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.
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.
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 7: Undercity's Embrace
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.
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.
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.
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.
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.
Orzhov 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.
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.
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.
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 8: Rakdos Guildgate
Sphinx of the Guildpact
2.0 You’re usually hoping for more than a 5/5 Flyer when you spend 7 mana, and luckily this does come with a fairly useful ability. It can blank a significant number of removal spells in the format. Of course, this format also has lots of multicolored removal spells, so it isn’t exactly unkillable either.
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
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.
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.
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.
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.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
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 2 Pick 9: 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.
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.
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.
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.
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.
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.
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 2 Pick 10: Clear the Stage
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.
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 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.
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 11: Sylvan Brushstrider
Orzhov 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.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
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.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
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 12: Orzhov Guildgate
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.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
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.
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 13: Imperious Oligarch
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.
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.
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.
Pack 2 Pick 14: Rafter Demon
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.
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 15: Orzhov Locket
Orzhov 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 3 Pick 1: Savage Smash
Immolation Shaman
3.0 This is a two mana 1/3 with some pretty nice upside. First, it punishes the opponent using activated abilities. That’s…not a huge deal, but it isn’t unusual for it to chip in 1-3 damage as a result. Its activated abilities is what really makes it interesting, because making it a 4/6 with Menace in the later part of the game is pretty nice.
Consecrate
3.0 Consecrate is pretty situational and won’t come up a ton, but Consume is pretty nice most of the time. Your opponents’ creature with the highest power won’t always be their best, but it will be often enough that Consume ends up feeling pretty amazing most of the time.
Wilderness Reclamation
0.0 This was a famously powerful card in constructed – in Limited, it is pretty much unplayable. You just won’t have anything to do with all the mana it gives you, even in a format with Adapt. Basically, you end up going down a card for no effect at all if you play this.
Gyre Engineer
3.0 This is incredibly fragile, and you’ll find it often dies to a very cheap removal spell before you untap with it. But if you do untap, you get a pretty nice mana boost.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
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.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
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.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
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.
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.
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 3 Pick 2: Dagger Caster
Teysa Karlov
3.0 In this format, this mostly will just make your cards with Aferlife better – but that’s pretty nice, since you’re going to end up with several cards featuring the mechanic in just about any Orzhov deck. You can find some other ways to abuse Teysa’s two abilities too!
Dagger Caster
2.0 This can sometimes come down and kill some stuff, but most of the time it feels like it just pings the opponent for one damage. It is pretty sweet to combine with Bladebrand, though!
Vindictive Vampire
3.0 This trigger is always strong, as it just really alters combat math for your opponent. It gets even better in a deck with good ways to sacrifice creatures, and the Rakdos deck in this format has enough ways to do that this is pretty sweet.
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.
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!
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
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.
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.
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.
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.
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.
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.
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.
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 3: Burning-Tree Vandal
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.
Spire Mangler
2.5 You know, this card looks like it would do a ton, but it is significantly less impressive than it looks. It is a solid card for sure, but you don’t often find a way to really leverage that +2/+0 into much additional value. First, restricting it to flyers really hurts. Mostly, it helps you chip in for more damage, or make a 1-for-1 trade. Keep in mind it can target itself, so if you want to flash it in to kill an attacking X/4, it can do that.
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.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
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.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
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.
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.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
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.
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.
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 4: Gatebreaker Ram
Lumbering Battlement
3.5 A 5-mana 4/5 with Vigilance is a good starting point, and this comes with the ability to buff itself with your other creatures. It isn’t always worth doing, but the fact that the creatures all come back when the Battlement dies does soften the blow.
Sentinel's Mark
2.5 This thing really overperforms. If you can flash it in and use it like a combat trick, that tends to feel pretty good, and if you play it during your main phase for Addendum, it also feels pretty nice.
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.
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.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
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.
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.
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.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
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.
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.
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 5: 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.
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.
Sentinel's Mark
2.5 This thing really overperforms. If you can flash it in and use it like a combat trick, that tends to feel pretty good, and if you play it during your main phase for Addendum, it also feels pretty nice.
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.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
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.
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!
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.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
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.
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 3 Pick 6: Scorchmark
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
Archway Angel
3.5 Gate decks are pretty real in this format, and Archway Angel is one of the best payoffs, as it can come down, giving you a significant body, and gain you enough life to stabilize in many cases.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
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.
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.
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!
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.
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.
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.
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: Storm Strike
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.
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.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
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.
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.
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.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
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.
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 8: Frenzied Arynx
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.
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.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
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.
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.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
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.
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.
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 3 Pick 10: Territorial Boar
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!
Territorial Boar
3.0 This ends up attacking as a 3/3 with Vigilance pretty often, and while that’s not the kind of size that is relevant all game long, it end sup being able to attack effectively for quite a while in most decks.
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.
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.
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.
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 11: Ghor-Clan Wrecker
Spire Mangler
2.5 You know, this card looks like it would do a ton, but it is significantly less impressive than it looks. It is a solid card for sure, but you don’t often find a way to really leverage that +2/+0 into much additional value. First, restricting it to flyers really hurts. Mostly, it helps you chip in for more damage, or make a 1-for-1 trade. Keep in mind it can target itself, so if you want to flash it in to kill an attacking X/4, it can do that.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
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.
Pack 3 Pick 12: Grasping Thrull
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
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.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
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 13: Burning-Tree Vandal
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.
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.
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.
Pack 3 Pick 14: Tenth District Veteran
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
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.
Pack 3 Pick 15: Catacomb Crocodile
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.