Crystalline Giant
4.0 A 3 mana 3/3 that gains a random keyword ability or +1/+1 counter each combat is pretty nice. I also like that it makes sure it doesn’t ever give you double of the key word counters, which would obviously be useless. So, if left out long enough the Giant becomes a 4/4 with all those keyword abilities -- that isn’t ultra likely or anything, but just getting more and more powerful every turn seems is great! And it is colorless, so you know you’ll get to play this 100% of the time.
Will of the All-Hunter
2.5 This isn’t an amazing trick, two for +2/+2 is nice, but not something that would even make the cut all that often. The defensive side of things is kind of interesting, in that the boost is permanent if you use it when you’re blocking. The thing that really saves Will of the all-Hunter from being terrible, though, is Cycling! It is a big deal in this set, and that makes this a solid playable for sure.
Heartless Act
4.0 I get it, this set has lots of counters, so this won’t actually be able to kill everything -- but it will still be able to kill a majority of creatures for only two mana, and that’s a pretty good Doom Blade impression. On top of that, even if you end up in a situation where all your opponent’s stuff has counters, it comes with another option that lets you take away those counters. Depending on the counters, that could sometimes act as a removal spell anyway, because if something attacks you and you take away some keyword abilities or +1/+1 counters, an advantageous block may emerge.
Necropanther
4.0 Lots of times in the early game, you won’t be able to do anything with that Mutate ability, and in those cases just played it as a 3-mana 3/3 is probably wise, since it means if you Mutate on to it in the later game, you’ll still get that trigger. And yeah, in the later game, when you can get something out of Mutating it, it will feel pretty good to do, becuase it also makes sure you don’t get 2-for-1’d. This is another one with Hybrid mana too, so you can conceivably play it in a wide variety of color combinations.
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.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
Lurking Deadeye
3.0 These kinds of creatures are not normally something I am very impressed with – that is, creatures who kill something that has been dealt damage. This is because often-times making sure you damage something is difficult, and sometimes even when you do you have to give up a card to do it, so the window where this does something is not as high as you would like. However, this one has Flash, and that means that you will be able to find situations where it does its things more often than not. And even if you aren’t managing to kill something with the ability, sometimes flashing in a 4/2 to kill their X/4 is just fine too.
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.
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.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 2: Zagoth Mamba
Easy Prey
3.0 This is a somewhat narrow removal spell – but it is still a removal spell. It certainly isn’t premium, but by adding Cycling to this card, which you would play one of in a lot of formats anyway, you end up with a pretty nice card.
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.
Zagoth Mamba
3.0 The fail case of being a one mana 1/1 is pretty ugly, so you definitely need to be able to do some Mutating to make it worth while. The good news is, there is plenty of Mutate in this set, and when you do get this trigger -- which will frequently let you pick off small creatures, or even larger ones if you do it after combat -- when you do get that trigger it will be pretty nice, and offset some of the risks of Mutating.
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.
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.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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!
Rumbling Rockslide
3.0 This is pretty clunky as a 4-mana Sorcery, but it does scale as the game goes on, and can deal with virtually any creature, provided you get some lands in play.
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.
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.
Pollywog Symbiote
3.0 A two mana ⅓ that reduces the cost of cards with Mutate would probably be a nice payoff to have in Mutate-heavy decks. It gets even better since the Symbiote lets you loot whenever it mutates, which is pretty great.
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
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.
Checkpoint Officer
3.5 This isn’t QUITE Master Decoy -- they are identical other than that this costs an additional mana to tap stuff down -- but that’s close enough to Master Decoy to still be a pretty high quality common. Tap effects tend to be great, and it is a kind of pseudo-removal that is good all game long. It is better than usual in this format that is loaded up with huge monsters and Mutate, where tapping down one guy is bigger than it normally would.
Wilt
2.5 Another situational cycler means another solid playable
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.
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!
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
Anticipate
1.5 This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
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.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 4: Zagoth Mamba
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.
Zagoth Mamba
3.0 The fail case of being a one mana 1/1 is pretty ugly, so you definitely need to be able to do some Mutating to make it worth while. The good news is, there is plenty of Mutate in this set, and when you do get this trigger -- which will frequently let you pick off small creatures, or even larger ones if you do it after combat -- when you do get that trigger it will be pretty nice, and offset some of the risks of Mutating.
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.
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.
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.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
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.
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.
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.
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.
Lore Drakkis
3.5 So, getting an instant or sorcery back from the yard is a pretty nice mutate trigger, but the actual creature here is nothing very impressive. However, spending two Hybrid Red/Blue mana to get an instant or sorcery back from the graveyard is a nice rate, and of course it means that the more you mutate in one stack, the more times you get to do it. So yeah, the real draw here is the trigger, which means you will mutate this under stuff most of the time -- and in a fail case it is a 3-mana 2/2 that can give you some mutate value later on in the game.
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!
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.
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.
Memory Leak
3.5 This is a situational discard effect that becomes useless in the late game. However! It has Cycling 1, and that gives everything a big upgrade in this format – you can cycle it away when it doesn’t do a thing, and when it can do a thing it isn’t too shabby.
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.
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.
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.
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.
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.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 6: Essence Symbiote
Indatha 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.
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.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
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.
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
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.
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.
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.
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 7: Blitz Leech
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.
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.
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!
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.
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.
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.
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.
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.
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.
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
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.
Survivors' Bond
2.0 If you can set this up reliably to get two cards back from your graveyard, it is a decent thing to have a singleton copy of, since in the late game it can really pull you ahead.
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.
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.
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.
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.
Pack 1 Pick 9: Bristling Boar
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 10: Suffocating Fumes
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
Anticipate
1.5 This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 12: Pyroceratops
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
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.
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.
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.
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.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 14: Jungle Hollow
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 15: Convolute
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.
Pack 2 Pick 1: Boot Nipper
Titans' Nest
0.0 This is too tricky to ever make work in Limited.
Splendor Mare
3.5 A three mana 3/3 with lifelink is probably already a nice card in Limited, then you add the Cycling upside here and you have something really nice. Paying 1W to draw a card and permanently give something life link is a nice option to have in addition to just having an efficient creature.
Mystic Subdual
3.0 This doesn’t get a rid of a blocker entirely, but it does completely shut off an opposing creature, even hosing Mutate! That’s a pretty good deal for two mana.
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
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.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Boot Nipper
3.0 This is a very nice two drop that gives you a couple of nice options. You would always play a two mana 2/1 with death touch, and you would frequently play a two mana 2/1 with lifelink. The power of having a choice between those two things is very real. If yo’ure behind, you probably go with death touch, but if you are the beatdown, you probably go with lifelink. This is a nice cheap creature to mutate on to as well, and those keyword counters will be nice on your mutated creature.
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.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
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.
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.
Gemrazer
4.0 A 4-mana 4/4 with Reach and Trample is great. Mutate Naturalize is nice too, as is being able to put this on to something to make it a 4/4 and give some extra keyword abilities. I always like being able to run mainboard Artifact and Enchantment hate, and this makes that really easy.
Porcuparrot
2.5 Mutating this on to your two drop and turning it into a pinger sounds pretty nice. And yeah, this is part of the cycle of mutate creatures that really pays you off for going tall with Mutate, but that seems pretty dangerous here -- though the idea of being able to do 2+ damage to things with this ability is pretty awesome. Still though, I have a hard time being super high on any of the Mutate creatures who don’t mitigate against the 2-for-1 for you -- this can sort of do it, if you pick off some 1/1s, but that still won’t feel amazing or anything.
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
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.
Blisterspit Gremlin
2.0 This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
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.
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.
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.
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.
Memory Leak
3.5 This is a situational discard effect that becomes useless in the late game. However! It has Cycling 1, and that gives everything a big upgrade in this format – you can cycle it away when it doesn’t do a thing, and when it can do a thing it isn’t too shabby.
Rumbling Rockslide
3.0 This is pretty clunky as a 4-mana Sorcery, but it does scale as the game goes on, and can deal with virtually any creature, provided you get some lands in play.
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.
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.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 3: Glowstone Recluse
Drannith Magistrate
1.5 So, this is the kind of card really printed with constructed in mind. In most Limited games in this format, this Hatebear isn’t going to have anything to hate on, so he is effectively just a two mana ⅓. That can be a passable two-drop if you’re desperate.
Ivy Elemental
1.5 This will never be efficient – you’ll pretty much always feel like you are paying one too much mana for it. Still, it is flexible, it can be a large creature late, and a smaller one early. It also isn’t the worst thing to mutate on to because of those counters.
Glowstone Recluse
3.5 A three-mana ⅔ with Reach is usually playable, and this has good mutate upside. You can use it to lend reach to a creature who really needs it, if you are mutating it and putting it underneath a big creature, but the more valuable option will usually be to Mutate with this on top, since it will be a ⅘ who also gains the abilities of whatever is underneath it.
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.
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.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth 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.
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.
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.
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.
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.
Sanctuary Smasher
4.0 A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
Grimdancer
4.0 We have seen plenty of 3-mana 3/3s with just one of these keyword abilities be good, getting a combination of two of them is great -- Menace and Deathtouch together are typically a Nightmare for opponent’s to deal with. This thing will be getting in for lots of damage. Menace and Lifelink are pretty nice too -- basically all the combinations are, though I think Menace + Deathtouch will be the best way to go more often than not.
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.
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.
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.
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.
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!
Memory Leak
3.5 This is a situational discard effect that becomes useless in the late game. However! It has Cycling 1, and that gives everything a big upgrade in this format – you can cycle it away when it doesn’t do a thing, and when it can do a thing it isn’t too shabby.
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.
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.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 5: Lurking Deadeye
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
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.
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.
Lurking Deadeye
3.0 These kinds of creatures are not normally something I am very impressed with – that is, creatures who kill something that has been dealt damage. This is because often-times making sure you damage something is difficult, and sometimes even when you do you have to give up a card to do it, so the window where this does something is not as high as you would like. However, this one has Flash, and that means that you will be able to find situations where it does its things more often than not. And even if you aren’t managing to kill something with the ability, sometimes flashing in a 4/2 to kill their X/4 is just fine too.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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.
Checkpoint Officer
3.5 This isn’t QUITE Master Decoy -- they are identical other than that this costs an additional mana to tap stuff down -- but that’s close enough to Master Decoy to still be a pretty high quality common. Tap effects tend to be great, and it is a kind of pseudo-removal that is good all game long. It is better than usual in this format that is loaded up with huge monsters and Mutate, where tapping down one guy is bigger than it normally would.
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.
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.
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.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 7: Skull Prophet
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
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.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 8: Charge of the Forever-Beast
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.
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.
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.
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.
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.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Scoured Barrens
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 9: Pyroceratops
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.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Blisterspit Gremlin
2.0 This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
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.
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.
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.
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.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 11: Unexpected Fangs
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.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth 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.
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.
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.
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.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 13: Thieving Otter
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.
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.
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.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 15: Escape Protocol
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
Pack 3 Pick 1: Kogla, the Titan Ape
Kogla, the Titan Ape
5.0 A 6-mana 7/6 that fights something when it comes into play is already a bomb, and there’s a lot more text than that here! It can blow up artifacts or enchantments, and bounce a Human to make himself indestructible. Sure, those two things won’t always come up, but because the baseline is so good, I don’t really care. Kogla does ask for triple Green, but that’s not the biggest ask by turn 6 in a two-color deck.
Sanctuary Smasher
4.0 A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
Sprite Dragon
3.5 This seems like a pretty sweet buildaround for a spell deck, and obviously that is UR’s thing in this set, so getting a counter or two on this won’t be a challenge. It is also made interesting by the fact that it is great to mutate on to. The +1/+1 counters will stick around on the newly mutated creature, and the other abilities of Flying and Haste will become part of the creature too. Most of the power of this card is in its textbox, and that’s just going to go well with Mutate every single time.
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.
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.
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.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
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.
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.
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.
Blood Curdle
4.0 This is a great common. 4 mana for instant speed kill anything is something you always play and this permanently gives something lifelink. Sure, sometimes that upside won’t mean much, but sometimes it will really matter -- and when it is stapled to an already premium removal spell, I’m pretty happy about it.
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.
Zagoth Mamba
3.0 The fail case of being a one mana 1/1 is pretty ugly, so you definitely need to be able to do some Mutating to make it worth while. The good news is, there is plenty of Mutate in this set, and when you do get this trigger -- which will frequently let you pick off small creatures, or even larger ones if you do it after combat -- when you do get that trigger it will be pretty nice, and offset some of the risks of Mutating.
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.
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.
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.
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!
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
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.
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.
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.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 3: Avian Oddity
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.
Easy Prey
3.0 This is a somewhat narrow removal spell – but it is still a removal spell. It certainly isn’t premium, but by adding Cycling to this card, which you would play one of in a lot of formats anyway, you end up with a pretty nice card.
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.
Lurking Deadeye
3.0 These kinds of creatures are not normally something I am very impressed with – that is, creatures who kill something that has been dealt damage. This is because often-times making sure you damage something is difficult, and sometimes even when you do you have to give up a card to do it, so the window where this does something is not as high as you would like. However, this one has Flash, and that means that you will be able to find situations where it does its things more often than not. And even if you aren’t managing to kill something with the ability, sometimes flashing in a 4/2 to kill their X/4 is just fine too.
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.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 4: Boot Nipper
Eerie Ultimatum
5.0 The ultimatums are all way easier to cast in this format than they would be in most. The fixing here is just great. This means that there is a very real strategy of drafting an ultimatum as a win condition in a controlling deck, and Eerie Ultimatum is one of the ones that just wins you the game if you cast it. It does require some set up, since you’re going to need permanents in your graveyard, but that’s pretty likely by the time you cast it.
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
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.
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.
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.
Boot Nipper
3.0 This is a very nice two drop that gives you a couple of nice options. You would always play a two mana 2/1 with death touch, and you would frequently play a two mana 2/1 with lifelink. The power of having a choice between those two things is very real. If yo’ure behind, you probably go with death touch, but if you are the beatdown, you probably go with lifelink. This is a nice cheap creature to mutate on to as well, and those keyword counters will be nice on your mutated creature.
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.
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.
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.
Mysterious Egg
1.0 The flavor is cool and all, but I feel like you’d rather have a more exciting ability for Mutate, and a more exciting fail case than one mana 0/2.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 5: Bloodfell Caves
Zagoth 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.
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.
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.
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.
Mysterious Egg
1.0 The flavor is cool and all, but I feel like you’d rather have a more exciting ability for Mutate, and a more exciting fail case than one mana 0/2.
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.
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.
Survivors' Bond
2.0 If you can set this up reliably to get two cards back from your graveyard, it is a decent thing to have a singleton copy of, since in the late game it can really pull you ahead.
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.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 6: Fire Prophecy
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
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.
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.
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.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
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.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
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.
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.
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.
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.
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.
Sanctuary Smasher
4.0 A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
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.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
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.
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.
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!
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
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.
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.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 11: Channeled Force
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 12: Facet Reader
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.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 13: Survivors' Bond
Zagoth 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.
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.
Survivors' Bond
2.0 If you can set this up reliably to get two cards back from your graveyard, it is a decent thing to have a singleton copy of, since in the late game it can really pull you ahead.
Pack 3 Pick 14: Tentative Connection
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.