Mythos of Nethroi
4.0 So, 2B to destroy a creature at Instant speed is a very good card, and certainly premium removal. This comes with the additional upside of, if you are going straight up Abzan, you can turn this into almost Vindicate, and destroy any nonland permanent -- not just creatures! Still, most of the time you’ll just be killing a creature with this really efficiently, and that’s kind of nice. Most of the other Mythos really need you to be in the right wedge to get their full value, but this one only gets a minor upgrade, which means it is very splashable.
Momentum Rumbler
2.5 This is a Hill Giant that gains First Strike permanently when it attacks, which isn’t a terrible card to start with. The fact it can then gain double strike on the next attack is nice additional upside! Now, this format has a surprising number of large creatures, and getting through with the Rumbler that first time isn’t always the easiest, but it is a solid card.
Flame Spill
4.0 3 mana for 4 damage at Instant speed is already premium and the additional value this gives you is nice, as you can use it to do some damage to your opponent too. And sometimes, killing their X/1 and doing 3 to them will just be game over. Don’t get me wrong, most of the time you should kill something bigger, but if the spillover damage here is going to be lethal for your opponent well -- obviously, you should do that.
Monstrous Step
2.5 This is another situational card with Cycling. When this works, it can devastate your opponent. When it is useless (and it will be more often than not) you can Cycle it.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Sleeper Dart
1.0 This isn’t great, and is basically only the kind of card you run when you don’t have enough playables. It replaces itself, but the effect it has is really negligible.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
Rooting Moloch
4.0 Another very nice Cycling payoff, the Moloch can rebuy a card with Cycling – either to Cycle it again or because you actually want to cast it. Either way, getting a 2-for-1 here is very easy. Then, it has Cycling itself, and that is a really key thing in this format that makes Cycling so darn good – almost all the payoffs have Cycling too, which makes for a very cohesive deck.
Chittering Harvester
2.5 So, Edict effects may be extra good in a format with Mutate, since people will more frequently not be going wide as a result. But Edict effects can really let you down by the later part of the game -- like turn 5 when you play this. It can also have a nice effect -- but I mean, is making a creature into a 4/6 for 5 mana, while making your opponent sac something really that great? I don’t think it is. Making your opponent lose their worst creature is pretty close to irrelevant on many boards by that point. Sure, if you stack Mutating it gets sillier, but I’m still not in love with this one.
Auspicious Starrix
4.5 This is pretty silly for an Uncommon. It definitely feels like it could have been a Rare as a result of how complex and powerful it is. So, let’s break this down. At worst, you have a 5-mana 6/6. But this gives you SO much more! If you pay its Mutate cost, or mutate something else on to it, it has a very powerful Mutate trigger that lets you put permanents on to the battlefield for free! You can also make sure it Mutates that first time by paying the Mutate cost for it and putting it on one of your creatures. The first time it Mutates, you get the top permanent from your library -- and sure, good chance it is a land, but a free land isn’t a bad thing. You also have a reasonable chance of hitting something real. Then, if you really stack the Mutate high here, things will get really silly. The free permanents really offset the risk of going all in one mutate creature -- and this is really what the Starrix wants you to be doing.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Keep Safe
1.5 There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Daysquad Marshal
2.5 This gives you two bodies with one card, and 4/4 worth of stats. In most sets that a solid card, and that’s what it is here.
Bushmeat Poacher
3.0 This is a very nice activated ability. Cashing in creatures for cards is always a nice thing to have in Limited, because it isn’t unusual for some of your early creatures to become kind of useless as the game wears on, and this gives you something really nice to do with them -- gaining life and drawing a card is great. Any time those two are put together I’m pretty happy, because the life you gain makes it more likely you’ll be able to use that extra card you drew before you die. You can also use it in response to removal, or on a creature who has been shut down by an Aura. This can also be used to sacrifice creatures who are blocking and would die anyway. A 4-mana 2/4 isn’t even the worst stats ever, and overall this is pretty nice in slower Black decks.
Snare Tactician
4.0 A premium Cycling payoff, this one allows you to make the game go long by tapping down opposing things on the opponent’s turn, or it allows your Tactician and other friends to get in for a bunch of damage by tapping down blockers on your turn.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 3: Serrated Scorpion
Footfall Crater
3.0 Another card with one mana Cycling that makes it way better! The Enchant Land part of the card can sometimes do a thing, but this is one you’re going to be Cycling a lot.
Avian Oddity
3.5 If you cast this normally, it has reasonable stats, and being able to Cycle it away and give something Flying is a great option too.
Lead the Stampede
2.0 Most of the time, this will just be Green Divination, which is fine, but not amazing. Sometimes it will draw you more – but sometimes it will also draw you less.
Imposing Vantasaur
3.0 Like all one-mana cyclers, this is a pretty high pick, and way better than it looks! It can be a big defensive creature if that’s what you need, but you can also just throw it away to look for something better – while also triggering all of your cycling payoffs.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Glimmerbell
2.0 This is here to be something sweet to Mutate on to, especially early. The Flying and Untap ability on a much larger creature can feel pretty good! It has a decent fail case too.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Cathartic Reunion
1.5 This is a reprint, and one that would be better in a set that has more of a graveyard theme. In this set, it is mostly just a fine 23rd card, like Tormenting Voice effects often are. It is a nice way to dig deeper into your deck, even if you do have some considerable set up costs in discarding two cards.
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 4: Dead Weight
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Proud Wildbonder
3.0 A 4-mana 4/3 with Trample is fine, and the fact that he can do 4 no matter how he gets block is a nice upgrade -- especially because he does it for all of your tramplers!
Blitz Leech
2.5 This has an ugly stat-line, but by adding Flash and a nice ETB trigger to the mix, it really overcomes that. You can flash this into kill an X/2, and then use the 5/2 body to block something bigger, and that’s a 2-for-1! Sure, it is kind of an expensive one, but that’s real upside. Now, it won’t always be able to do that for you, and it is a little situational, but still -- I basically always like the first copy of this in my Black decks. Going beyond that is a bit much because of the high mana cost though.
Fire Prophecy
4.0 Two mana for three damage to a creature at instant speed is already premium, because it tends to be efficient enough to trade up pretty often. But, adding this card selection ability is a nice upgrade It will play much like rummaging would, except that you don’t get the card in the graveyard, so sometimes it will be weaker that rummage, but most of the time you wouldn’t know the difference. This is definitely premium removal -- kills something and then helps you find more gas, and I always like that.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Startling Development
3.0 Another highly situational card with one mana cycling, Startling Development is much better than it looks. The 4/4 part will come up sometimes, and when it does it will be nice! But yeah, the real power here comes from being able to Cycle away for one mana.
Skull Prophet
4.0 Wow, talk about a Cycling payoff. Sure, you have to have the mana to spend, but Cycling in this set usually costs 1-2 mana, so it isn’t a stretch to be able to pay the 2, and when you do, you get to start killing smaller stuff and gaining life, which is pretty awesome. It is nice you get something out of the trigger even if you don’t actually kill their creature -- getting some life no matter what is not too bad. On top of that, it is just a nice aggressive body as a 2-mana 3/2.
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Divine Arrow
3.0 This is certainly situational, but also fairly efficient. You’re going to be spending only two mana to kill something, which will usually be less than your opponent paid for their creature. It might fall a little short of premium, but it is a nice removal spell.
Raking Claws
3.0 Another situational card with Cycling, Raking Claws can sometimes do a whole lot as a trick, but when it can’t? Well, just Cycle it away and look for something else.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Aegis Turtle
1.0 Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Fight as One
2.5 I start to be very interested in tricks once they have the possibility of allowing you to 2-for-1 your opponent for very little mana, and that’s definitely what we have here. In addition to that, because indestructibility is granted, you can use it to blank most removal spells too -- and generally at a price much cheaper than what your opponent is paying. This has a fine floor of +1/+1 and indestructibility, and a very impressive ceieling when you can give two things the boost -- and yeah, sometimes that will blow out the opponent.
Huntmaster Liger
2.5 A 4-mana ¾ with some Mutate upside is what this is in its most basic form, and that’s fine -- especially because the Mutate upside is pretty powerful, pumping your whole team. Now, it is sort of an awkward card in that Mutate expressly asks you not to go wide, so you’re not always going to be able to get a huge boost out of Mutate here, but it still does enough to make the cut most of the time.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Sleeper Dart
1.0 This isn’t great, and is basically only the kind of card you run when you don’t have enough playables. It replaces itself, but the effect it has is really negligible.
Divine Arrow
3.0 This is certainly situational, but also fairly efficient. You’re going to be spending only two mana to kill something, which will usually be less than your opponent paid for their creature. It might fall a little short of premium, but it is a nice removal spell.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 7: Dead Weight
Skull Prophet
4.0 Wow, talk about a Cycling payoff. Sure, you have to have the mana to spend, but Cycling in this set usually costs 1-2 mana, so it isn’t a stretch to be able to pay the 2, and when you do, you get to start killing smaller stuff and gaining life, which is pretty awesome. It is nice you get something out of the trigger even if you don’t actually kill their creature -- getting some life no matter what is not too bad. On top of that, it is just a nice aggressive body as a 2-mana 3/2.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 8: Stormwild Capridor
Frillscare Mentor
3.5 This has reasonable stats and grants a nice keyword to one of your creatures. Then, you can use its ability as a mana sink in the late game to grow some of the creatures on your board.
Stormwild Capridor
2.5 The Capridor is immune to damaging spells, and even gets bigger from them, which is kind of cool. That type of effect is a little situational, but you can actually take advantage of it yourself – sometimes it is right to turn your Divine Arrow into a combat tricks, especially because it turns this into a 5/7 that can end the game in a hurry. It is also a great creature to have at the bottom of a mutate pile, because Flying + that ability are pretty sweet.
Divine Arrow
3.0 This is certainly situational, but also fairly efficient. You’re going to be spending only two mana to kill something, which will usually be less than your opponent paid for their creature. It might fall a little short of premium, but it is a nice removal spell.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 9: Patagia Tiger
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Sleeper Dart
1.0 This isn’t great, and is basically only the kind of card you run when you don’t have enough playables. It replaces itself, but the effect it has is really negligible.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Keep Safe
1.5 There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Daysquad Marshal
2.5 This gives you two bodies with one card, and 4/4 worth of stats. In most sets that a solid card, and that’s what it is here.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 11: Spelleater Wolverine
Footfall Crater
3.0 Another card with one mana Cycling that makes it way better! The Enchant Land part of the card can sometimes do a thing, but this is one you’re going to be Cycling a lot.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 12: Blade Banish
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 15: Frenzied Raptor
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Pack 2 Pick 1: Lurrus of the Dream-Den
Lurrus of the Dream-Den
4.0 Making Lurrus your companion is not generally a super great idea, since this format tends to be slow and other decks will start doing way more powerful things than you can. The good news is, a 3-mana 3/2 with lifelink that lets you cast cheap stuff from your graveyard is stupid good even if it isn’t your companion!
Hornbash Mentor
3.5 A 3-mana 3/3 is already playable, and this does more than that! Giving one of your other creatures a trample counter is nice, and the mana sink ability here, that will at least be putting +1/+1 counters on the creature you put the trample counter on, is some nice additional upside that makes the Mentor pretty relevant all game long, especially if you have even more Trample in your deck.
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Honey Mammoth
2.5 It isn’t exciting, but a 6-mana 6/6 that gains you 4 life can go a long way towards helping you stabilize against more aggressive decks.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Fire Prophecy
4.0 Two mana for three damage to a creature at instant speed is already premium, because it tends to be efficient enough to trade up pretty often. But, adding this card selection ability is a nice upgrade It will play much like rummaging would, except that you don’t get the card in the graveyard, so sometimes it will be weaker that rummage, but most of the time you wouldn’t know the difference. This is definitely premium removal -- kills something and then helps you find more gas, and I always like that.
Lava Serpent
3.5 A 6-mana 5/5 with Haste would make the cut some of the time, and this has Cycling, giving it a huge upgrade in a format that really cares about Cycling. You can just throw it away if you get it early, and then in the late game it can be a problem for your opponent.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Scoured Barrens
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 2: Pacifism
Valiant Rescuer
4.0 This is a premium Cycling payoff, as it can rapidly flood the board with tokens to overwhelm your opponent. And, it has Cycling too, which means if you are trying to win the game with other Cycling payoffs, you can just cycle it away!
Titanoth Rex
3.0 A 9-mana 11/11 trampler just wouldn’t be playable in most formats – but in this one, it is significantly better than just “playable”! That’s partly because it has Cycling, which means when you can’t cast it – which will most of the time – you can just cycle it away. This format also has a very real BG reanimator deck, and you don’t need me to tell you that getting this back for 5 or 6 mana is absolutely silly.
Channeled Force
1.5 This is not especially easy to make work. It lets you rummage and then damage stuff, but the set up of having to have a bunch of cards in your hand just isn’t going to be worth that a lot of the time.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Pacifism
4.0 Pacifism is a great card every time we see it in Limited -- which is a lot! Two mana to take away what are normally the two most important things creatures can do Limited -- attacking and blocking -- is just amazing efficiency, and it makes Pacifism a premium removal spell.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Essence Symbiote
3.0 This is a Grizzly Bears with some nice upside. Making mutate creatures bigger and gaining you a bit of life is a very real bonus. And, I think your average Green deck will probably have 3-5 cards with Mutate, so it will be triggering regularly in most decks in this format. Something to keep in mind too, is that if you Mutate ON to this, it will start putting counters on the new Mutate creature, something that might be the ideal path to take sometimes
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Aegis Turtle
1.0 Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Bushmeat Poacher
3.0 This is a very nice activated ability. Cashing in creatures for cards is always a nice thing to have in Limited, because it isn’t unusual for some of your early creatures to become kind of useless as the game wears on, and this gives you something really nice to do with them -- gaining life and drawing a card is great. Any time those two are put together I’m pretty happy, because the life you gain makes it more likely you’ll be able to use that extra card you drew before you die. You can also use it in response to removal, or on a creature who has been shut down by an Aura. This can also be used to sacrifice creatures who are blocking and would die anyway. A 4-mana 2/4 isn’t even the worst stats ever, and overall this is pretty nice in slower Black decks.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 3: Void Beckoner
Channeled Force
1.5 This is not especially easy to make work. It lets you rummage and then damage stuff, but the set up of having to have a bunch of cards in your hand just isn’t going to be worth that a lot of the time.
Ketria Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Void Beckoner
3.5 So, an 8-mana 8/8 Deathtouch would not normally be something I want to play -- that’s because it is just so hard to get to 8 mana! But by adding cycling to this, it becomes much more intriguing. Cycling really lets you get away with playing stupid expensive cards, since if you can’t cast them, you can always turn them in for a card. It is especially nice that this Beckoner also has a trigger with Cycling -- giving something Deathtouch at Instant speed and drawing card is pretty nice. Even if your creature still dies in combat, you end up netting a card out of this, so that fact is offset, especially if you are trading a little guy who could previously only chump block for something scary on the opponent’s side of the table. This also gets an upgrade because BG decks can reanimate him pretty easily.
Nightsquad Commando
2.5 So, if this was a 3-mana 2/3 who always gave you that 1/1 would be quite nice. However, you have to fulfill the “Raid” trigger here to get that 1/1. And while that’s not the craziest hoop to jump through, it won’t always be worth it.
Ferocious Tigorilla
2.5 You’re usually going to be choosing Menace with this, as it just tends to be the better evasive ability. A 4-mana 4/3 with Menace is something you’d always play the first copy of, and having the Trample options isn’t bad.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Dreamtail Heron
3.5 I love herons in real life, and I’m glad this one seems pretty sweet in Limited. A 5-mana ¾ Flyer, which this is on a base level, is somewhat passable. It can serve as a finisher in decks that are really lacking one. But this does more than that, of course, thanks to the Mutate mechanic. If you play it first, it is a ¾ Flyer that might draw you a card later if you mutate on it. If you play it second, you can use it to give a beefier creature Flying and draw a card, or make a smaller creature into a ¾ flyer that draws you a card. That drawn card really helps avoid the 2-for-1 that you are potentially going to be dealing with here.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Momentum Rumbler
2.5 This is a Hill Giant that gains First Strike permanently when it attacks, which isn’t a terrible card to start with. The fact it can then gain double strike on the next attack is nice additional upside! Now, this format has a surprising number of large creatures, and getting through with the Rumbler that first time isn’t always the easiest, but it is a solid card.
Swallow Whole
3.5 One White mana to exile a tapped creature is pretty good. It might be situational, but it is crazy efficient. Obviously, this isn’t quite that -- it makes you tap one of your creatures to pay for the cost, and that won’t always be a cost you can easily pay. The upside is that the creature you tap also gets a +1/+1 counter, though -- so you get to kill something and make one of your creature’s permanently bigger, and that feels really good. You upgrade your board while significantly downgrading your opponents’, all for one mana!
Clash of Titans
2.5 It is tempting to look at this and think about the 2-for-1 situations, but it turns out is much harder to effectively line this up than it looks. Your opponents creatures have to be just the right size to kill eachother, and if you’re using one of your creatures do to do the fighting, you better hope it is big enough to survive the combat, otherwise you are getting 2-for-1’d yourself! It isn’t bad, just don’t expect it to always do the big thing it can sometimes do.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Excavation Mole
3.0 This is a Grizzly Bears with some nice upside. Making mutate creatures bigger and gaining you a bit of life is a very real bonus. And, I think your average Green deck will probably have 3-5 cards with Mutate, so it will be triggering regularly in most decks in this format. Something to keep in mind too, is that if you Mutate ON to this, it will start putting counters on the new Mutate creature, something that might be the ideal path to take sometimes.
Whisper Squad
0.0 // 3.0 This is unplayable with only one copy, but it gradually becomes more playable the more copies you get. Sure, paying two to get a 1/1 out of your deck doesn’t seem great, but it is actually some very real value, and an effective way to help you go wide. If you end up with 4 copies of this, it will become a pretty nice card.
Daysquad Marshal
2.5 This gives you two bodies with one card, and 4/4 worth of stats. In most sets that a solid card, and that’s what it is here.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Frostveil Ambush
3.0 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 5: Vulpikeet
Call of the Death-Dweller
2.0 This takes some significant set up, and it is kind of difficult to actually load up your graveyard the way it wants you to. Sure, paying 3 to get back a 3/3 and give it those counters is nice, but it will be challenging to really make anything more than that happen, and even that is far from guaranteed. This format does have a reanimator deck, but it really prefers the cards that can reanimate big bois.
Fertilid
3.0 A three mana 2/2 isn’t especially good, but the fixing Fertilid provides for you is quite nice. Green usually gets nice commons for Splashing or going three colors, and that’s what this is. It has the ability to grab a couple of land over a few turns, and that is nice -- helps mitigate against mana screw, helps you find your colors, etc., If you don’t really need to fix when you play it, it also makes a good creature to mutate on to.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Honey Mammoth
2.5 It isn’t exciting, but a 6-mana 6/6 that gains you 4 life can go a long way towards helping you stabilize against more aggressive decks.
Prickly Marmoset
3.5 This is another very good Cycling payoff who can make life a nightmare for your opponent. Every single time you attack with this your opponent has to make a choice between potentially taking a ton of damage to the face, or throwing a creature in front of it that will probably just die, since First Strike and even just one +2/+0 is enough to make the Marmoset win combat most of the time.
Migratory Greathorn
3.0 This is another decent peace of fixing and ramp for Green. Paying 3 mana to put this under something bigger, or on top of something smaller, while also searching up a land is a nice deal to me. It helps you splash while also giving you some Mutate synergy.
Vulpikeet
2.5 This starts out with some pretty unimpressive stats, but the real value here comes from the Mutate, which will often give a pretty nice boost to one of your creatures – Flying AND a +1/+1 counter. Now, Mutate is inherently risky, and this isn’t the kind of mutate card that gives you some sort of value that sticks around no matter what – this will just die, and that will suck sometimes, but this can also be a pretty nice card for aggro decks trying to win in a hurry.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Sanctuary Lockdown
3.0 That can be truly devastating in some situations, where you have say 4 humans in play, and can just tap down both of your opponent’s blockers at the end of their turn. This means that this card is useful in multiple scenarios, whether being aggressive or defensive. Still, the Human deck is one that doesn’t always come together well in this format, and I think that hurts this card a little bit.
Clash of Titans
2.5 It is tempting to look at this and think about the 2-for-1 situations, but it turns out is much harder to effectively line this up than it looks. Your opponents creatures have to be just the right size to kill eachother, and if you’re using one of your creatures do to do the fighting, you better hope it is big enough to survive the combat, otherwise you are getting 2-for-1’d yourself! It isn’t bad, just don’t expect it to always do the big thing it can sometimes do.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Daysquad Marshal
2.5 This gives you two bodies with one card, and 4/4 worth of stats. In most sets that a solid card, and that’s what it is here.
Wilt
2.5 Another situational cycler means another solid playable
Genesis Ultimatum
4.0 Like all the ultimatums, this is easier to cast than it looks. If you can cast this, you are very likely to win, so building a control deck that can go the Ultimatum route is very real. Now, most of the other ultimatums just do something inherently powerful, but unfortunately genesis ultimatum does have a little randomness to it that can be pretty painful. You generally need to be putting creatures into play when you tap out for this, and sometimes this might only get you one and a couple of lands. And sure, you get to draw some cards too, but the fact that this can sometimes wiff makes it a little disappointing. Still good, but it stops just short of a bomb.
Blitz of the Thunder-Raptor
1.5 // 3.5 So, you probably need at least two instants and sorceries in your graveyard for this to feel like it is worth it, and once you get 3 or more you will really be in business. The fact it exiles stuff isn’t going to be HUGE in this format, but it will matter sometimes. So, the problem with a card like this is usually that it is effectively blank, or almost blank for much of the early game, and that can be a pretty big problem! I also think you really need to be a spell-heavy deck to really take advantage of it, because those decks will make it stop being a blank card more consistently and earlier in most cases. I don’t think it is a foregone conclusion that Red decks will have the necessary 7+ Instants and Sorceries to make Blitz of the Thunder-Raptor make sense, and I think that your average deck that probably has 3-5 instants and sorceries will probably not be getting the best out of it.
Cathartic Reunion
1.5 This is a reprint, and one that would be better in a set that has more of a graveyard theme. In this set, it is mostly just a fine 23rd card, like Tormenting Voice effects often are. It is a nice way to dig deeper into your deck, even if you do have some considerable set up costs in discarding two cards.
Whisper Squad
0.0 // 3.0 This is unplayable with only one copy, but it gradually becomes more playable the more copies you get. Sure, paying two to get a 1/1 out of your deck doesn’t seem great, but it is actually some very real value, and an effective way to help you go wide. If you end up with 4 copies of this, it will become a pretty nice card.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 9: Scoured Barrens
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Honey Mammoth
2.5 It isn’t exciting, but a 6-mana 6/6 that gains you 4 life can go a long way towards helping you stabilize against more aggressive decks.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Scoured Barrens
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 10: Bushmeat Poacher
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Aegis Turtle
1.0 Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Bushmeat Poacher
3.0 This is a very nice activated ability. Cashing in creatures for cards is always a nice thing to have in Limited, because it isn’t unusual for some of your early creatures to become kind of useless as the game wears on, and this gives you something really nice to do with them -- gaining life and drawing a card is great. Any time those two are put together I’m pretty happy, because the life you gain makes it more likely you’ll be able to use that extra card you drew before you die. You can also use it in response to removal, or on a creature who has been shut down by an Aura. This can also be used to sacrifice creatures who are blocking and would die anyway. A 4-mana 2/4 isn’t even the worst stats ever, and overall this is pretty nice in slower Black decks.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 11: Savai Sabertooth
Channeled Force
1.5 This is not especially easy to make work. It lets you rummage and then damage stuff, but the set up of having to have a bunch of cards in your hand just isn’t going to be worth that a lot of the time.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 13: Island
Honey Mammoth
2.5 It isn’t exciting, but a 6-mana 6/6 that gains you 4 life can go a long way towards helping you stabilize against more aggressive decks.
Illuna, Apex of Wishes
5.0 So, if you don’t mutate this, it is a 5-mana 6/6 with Flying and Trample -- that’s a pretty good deal, even if it does ask you for three different colors of mana. However, the real power of this card will come from you either casting it for its Mutate cost, or Mutating other stuff with it, because then it will grab a nonland permanent from your deck and put it into play for free, which is pretty absurd. Mutate does have the danger of devastating you with spot removal when you stack creatures on top of eachother, but this Mutate trigger helps offset that. Soemthing to note here too -- while you have to be three colors if you want to hardcast Iluna, you don’t necessarily have to be if your plan is Mutating -- because it has RG Hybrid mana as part of the Mutate cost, you can Mutate this in a UG or RG deck too -- and like I said, the real value will come from doing that an way. Between impressive stats and the amazing Mutate trigger, it is hard to imagine Iluna not being incredible -- especially because it is playable in two color decks!
Reconnaissance Mission
2.5 Now, this is certainly reliant on creatures having evasive abilities -- but this set is loaded up with that, with keyword tribal being a real theme here. Creatures with Flying will be especially powerful with it. However, that does mean this can be super situational. There will be times when you draw it and you have no board state to speak of -- that’s going to feel bad -- EXCEPT -- that this has Cycling, so when you end up in that bad situation, you can still just pitch it to dig deeper.
Majestic Auricorn
2.5 A 5-mana 4/4 with Vigilance isn’t great, but it would make the cut sometimes. If you’re playing this for its Mutate cost on turn 4, you’re probably upgrading one of your creatures to a 4/4 vigilance and gaining 4 life. Other times, you’ll be paying 4 to give something bigger vigilance and gain 4 life. While that’s decent, the reward you get for the risk here isn’t amazing.
Sanctuary Lockdown
3.0 That can be truly devastating in some situations, where you have say 4 humans in play, and can just tap down both of your opponent’s blockers at the end of their turn. This means that this card is useful in multiple scenarios, whether being aggressive or defensive. Still, the Human deck is one that doesn’t always come together well in this format, and I think that hurts this card a little bit.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
Pyroceratops
3.0 This is a nice spell payoff that can big in a hurry, which feels good when you have Trample along for the ride.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
Daysquad Marshal
2.5 This gives you two bodies with one card, and 4/4 worth of stats. In most sets that a solid card, and that’s what it is here.
Greater Sandwurm
3.5 This is an imposing presence if you can play it as a creature – but it is super expensive! The good news is that it has Cycling, so you can just throw it away early. This especially potent in the BG reanimator deck, as this is something you can throw away on turn two, and then reanimate on turn 4 or 5, which is often enough to win the game.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Emergent Ultimatum
4.0 Like the other Ultimatums, this is easier to cast than it looks. This is maybe the weakest of the cycle for Limited, since the others are powerful cards all on their own, and Emergent Ultimatum asks you to have some other sweet stuff going on to really excel, but it is still great.
Lead the Stampede
2.0 Most of the time, this will just be Green Divination, which is fine, but not amazing. Sometimes it will draw you more – but sometimes it will also draw you less.
Charge of the Forever-Beast
3.0 When this works, it feels pretty good – but there are a lot of times where this doesn’t do anything – like if you don’t have a creature in your hand of a large enough size for the spell to actually matter, and that happens more often than you might think.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Blitz Leech
2.5 This has an ugly stat-line, but by adding Flash and a nice ETB trigger to the mix, it really overcomes that. You can flash this into kill an X/2, and then use the 5/2 body to block something bigger, and that’s a 2-for-1! Sure, it is kind of an expensive one, but that’s real upside. Now, it won’t always be able to do that for you, and it is a little situational, but still -- I basically always like the first copy of this in my Black decks. Going beyond that is a bit much because of the high mana cost though.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Capture Sphere
3.5 This is usually not quite premium removal since it is kind of expensive and doesn’t take away static abilities. However, in a set loaded up with Mutate, it gets a lot better, as sometimes your opponent will be taking the risk of mutating, but suddenly that means Capture Sphere can effectively give you a 2-for-1.
Ferocious Tigorilla
2.5 You’re usually going to be choosing Menace with this, as it just tends to be the better evasive ability. A 4-mana 4/3 with Menace is something you’d always play the first copy of, and having the Trample options isn’t bad.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Essence Scatter
2.5 Two mana counterspells offset the risks of your opponent playing around it, and even though it can only counter creatures, that’s going to be just fine in this set. This format has more creatures in than normal, too!
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Flourishing Fox
4.0 This is one of the premier cycling payoffs, since if you play it on turn one it can huge quite rapidly. It also has Cycling itself, so if you draw it late and you have another Cycling payoff you’re trying to win with, you can just cycle it away!
Cunning Nightbonder
3.0 So I would feel fine about playing a two mana 2/2 with Flash anyway -- can occasionally ambush a more expensive creature with 2 toughness, or a creature with less than two power, and it has fine stats. But, reducing the cost of spells with Flash is nice too, especially because there seems to be a decent amount of it in this set.
Fully Grown
1.5 I have a hard time liking 3-mana combat tricks in most situations. It makes the risk of a blowout even more painful because of the extra mana you’re paying. And sure, +3/+3 will frequently be enough to win combat, and it is nice that the creature permanently gets Trample, instead of just temporarily, but tricks are just so situational, that I really only like the idea of them at lower mana costs in most cases.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Vulpikeet
2.5 This starts out with some pretty unimpressive stats, but the real value here comes from the Mutate, which will often give a pretty nice boost to one of your creatures – Flying AND a +1/+1 counter. Now, Mutate is inherently risky, and this isn’t the kind of mutate card that gives you some sort of value that sticks around no matter what – this will just die, and that will suck sometimes, but this can also be a pretty nice card for aggro decks trying to win in a hurry.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Shredded Sails
3.0 I like the modality this has. It has two very sideboardy effects -- you won’t always have an artifact of a creature with Flying to hit with it, but between both being on this card you have a decentish chance of your opponent having a few targets. On top of that, it has Cycling -- so if you end up with some sweet Cycling payoffs, it is even more likely to be useful for your deck.
Blitz Leech
2.5 This has an ugly stat-line, but by adding Flash and a nice ETB trigger to the mix, it really overcomes that. You can flash this into kill an X/2, and then use the 5/2 body to block something bigger, and that’s a 2-for-1! Sure, it is kind of an expensive one, but that’s real upside. Now, it won’t always be able to do that for you, and it is a little situational, but still -- I basically always like the first copy of this in my Black decks. Going beyond that is a bit much because of the high mana cost though.
Lava Serpent
3.5 A 6-mana 5/5 with Haste would make the cut some of the time, and this has Cycling, giving it a huge upgrade in a format that really cares about Cycling. You can just throw it away if you get it early, and then in the late game it can be a problem for your opponent.
Essence Symbiote
3.0 This is a Grizzly Bears with some nice upside. Making mutate creatures bigger and gaining you a bit of life is a very real bonus. And, I think your average Green deck will probably have 3-5 cards with Mutate, so it will be triggering regularly in most decks in this format. Something to keep in mind too, is that if you Mutate ON to this, it will start putting counters on the new Mutate creature, something that might be the ideal path to take sometimes
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 4: Bushmeat Poacher
Flame Spill
4.0 3 mana for 4 damage at Instant speed is already premium and the additional value this gives you is nice, as you can use it to do some damage to your opponent too. And sometimes, killing their X/1 and doing 3 to them will just be game over. Don’t get me wrong, most of the time you should kill something bigger, but if the spillover damage here is going to be lethal for your opponent well -- obviously, you should do that.
Zenith Flare
5.0 Here is the Holy Grail of Cycling payoffs, and arguably the best card in the whole set. Even if you do have to build around the Flare, it really isn’t that hard to do in a set loaded up with Cycling, and you can even take off color cards as long as they have colorless cycling costs, which is pretty much everything in this set. It just isn’t hard to rip through your whole deck, find the Flare, and win the game with it.
Lava Serpent
3.5 A 6-mana 5/5 with Haste would make the cut some of the time, and this has Cycling, giving it a huge upgrade in a format that really cares about Cycling. You can just throw it away if you get it early, and then in the late game it can be a problem for your opponent.
Bushmeat Poacher
3.0 This is a very nice activated ability. Cashing in creatures for cards is always a nice thing to have in Limited, because it isn’t unusual for some of your early creatures to become kind of useless as the game wears on, and this gives you something really nice to do with them -- gaining life and drawing a card is great. Any time those two are put together I’m pretty happy, because the life you gain makes it more likely you’ll be able to use that extra card you drew before you die. You can also use it in response to removal, or on a creature who has been shut down by an Aura. This can also be used to sacrifice creatures who are blocking and would die anyway. A 4-mana 2/4 isn’t even the worst stats ever, and overall this is pretty nice in slower Black decks.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Evolving Wilds
3.0 As always, this provides excellent fixing. It lets you splash a card off of only a single basic land, and that’s great consistency. Even in a two color deck, the impact it has on your mana is substantial.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
Drannith Healer
3.5 Another Cycling card that is better than it looks! This one is a bear with a Cycling payoff, in addition to having the great 1 mana Cycling effect.
Imposing Vantasaur
3.0 Like all one-mana cyclers, this is a pretty high pick, and way better than it looks! It can be a big defensive creature if that’s what you need, but you can also just throw it away to look for something better – while also triggering all of your cycling payoffs.
Regal Leosaur
3.0 So the mutate trigger here doesn’t technically help you avoid a 2-for-1 most of the time, but it is powerful. Still, it is kind of an awkward card, since Mutate by its very nature does not help you go wide, so board pump on Mutate definitely feels weird. Still, it will frequently have a very real impact on the board state.
Fight as One
2.5 I start to be very interested in tricks once they have the possibility of allowing you to 2-for-1 your opponent for very little mana, and that’s definitely what we have here. In addition to that, because indestructibility is granted, you can use it to blank most removal spells too -- and generally at a price much cheaper than what your opponent is paying. This has a fine floor of +1/+1 and indestructibility, and a very impressive ceieling when you can give two things the boost -- and yeah, sometimes that will blow out the opponent.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Ferocious Tigorilla
2.5 You’re usually going to be choosing Menace with this, as it just tends to be the better evasive ability. A 4-mana 4/3 with Menace is something you’d always play the first copy of, and having the Trample options isn’t bad.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Startling Development
3.0 Another highly situational card with one mana cycling, Startling Development is much better than it looks. The 4/4 part will come up sometimes, and when it does it will be nice! But yeah, the real power here comes from being able to Cycle away for one mana.
Honey Mammoth
2.5 It isn’t exciting, but a 6-mana 6/6 that gains you 4 life can go a long way towards helping you stabilize against more aggressive decks.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 6: Suffocating Fumes
Wingspan Mentor
4.0 A 3-mana 1/3 that gives something permanent Flying is alright nice, and this comes with the added upside of being able to put counters on all your Flyers! This can really take over games, even if you just have one creature to put the counter on.
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Wilt
2.5 Another situational cycler means another solid playable
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Capture Sphere
3.5 This is usually not quite premium removal since it is kind of expensive and doesn’t take away static abilities. However, in a set loaded up with Mutate, it gets a lot better, as sometimes your opponent will be taking the risk of mutating, but suddenly that means Capture Sphere can effectively give you a 2-for-1.
Fight as One
2.5 I start to be very interested in tricks once they have the possibility of allowing you to 2-for-1 your opponent for very little mana, and that’s definitely what we have here. In addition to that, because indestructibility is granted, you can use it to blank most removal spells too -- and generally at a price much cheaper than what your opponent is paying. This has a fine floor of +1/+1 and indestructibility, and a very impressive ceieling when you can give two things the boost -- and yeah, sometimes that will blow out the opponent.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Raking Claws
3.0 Another situational card with Cycling, Raking Claws can sometimes do a whole lot as a trick, but when it can’t? Well, just Cycle it away and look for something else.
Keep Safe
1.5 There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 8: Dark Bargain
Blitz of the Thunder-Raptor
1.5 // 3.5 So, you probably need at least two instants and sorceries in your graveyard for this to feel like it is worth it, and once you get 3 or more you will really be in business. The fact it exiles stuff isn’t going to be HUGE in this format, but it will matter sometimes. So, the problem with a card like this is usually that it is effectively blank, or almost blank for much of the early game, and that can be a pretty big problem! I also think you really need to be a spell-heavy deck to really take advantage of it, because those decks will make it stop being a blank card more consistently and earlier in most cases. I don’t think it is a foregone conclusion that Red decks will have the necessary 7+ Instants and Sorceries to make Blitz of the Thunder-Raptor make sense, and I think that your average deck that probably has 3-5 instants and sorceries will probably not be getting the best out of it.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Pyroceratops
3.0 This is a nice spell payoff that can big in a hurry, which feels good when you have Trample along for the ride.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Facet Reader
2.0 In a set with Cycling, this type of ability is much less impressive, since a lot of your cards will already be able to do this. It is still fine and will make the cut some, but less often than usual.
Sanctuary Lockdown
3.0 That can be truly devastating in some situations, where you have say 4 humans in play, and can just tap down both of your opponent’s blockers at the end of their turn. This means that this card is useful in multiple scenarios, whether being aggressive or defensive. Still, the Human deck is one that doesn’t always come together well in this format, and I think that hurts this card a little bit.
Pyroceratops
3.0 This is a nice spell payoff that can big in a hurry, which feels good when you have Trample along for the ride.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Daysquad Marshal
2.5 This gives you two bodies with one card, and 4/4 worth of stats. In most sets that a solid card, and that’s what it is here.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Shredded Sails
3.0 I like the modality this has. It has two very sideboardy effects -- you won’t always have an artifact of a creature with Flying to hit with it, but between both being on this card you have a decentish chance of your opponent having a few targets. On top of that, it has Cycling -- so if you end up with some sweet Cycling payoffs, it is even more likely to be useful for your deck.
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 12: Maned Serval
Lava Serpent
3.5 A 6-mana 5/5 with Haste would make the cut some of the time, and this has Cycling, giving it a huge upgrade in a format that really cares about Cycling. You can just throw it away if you get it early, and then in the late game it can be a problem for your opponent.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Pack 3 Pick 14: Light of Hope
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.