Cubwarden
4.0 This can just be a 4-mana ⅗ with lifelink, a pretty attractive card already.It also holds on to the Mutate upside even if you just cast it normally, so that if mutating ever happens in the future, you still get those Cat tokens. You can also cast it for the mutate cost, and either put it on top of or under another non-Human creature you control. If the creature is bigger than 3/5 you probably want to put the warden underneath it, effectively giving a big creature lifelink and making a couple of tokens. If it is smaller, you probably want to put it on top, making whatever it is into a ⅗ with lifelink, plus whatever abilities it had, and you also get those two 1/1 tokens. Either way, you’re getting a great deal.
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.
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.
Valiant Rescuer
4.0 This is a premium Cycling payoff, as it can rapidly flood the board with tokens to overwhelm your opponent. And, it has Cycling too, which means if you are trying to win the game with other Cycling payoffs, you can just cycle it away!
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.
Farfinder
3.5 We have seen cards like Skittering Surveyor and Pilgrim’s Eye be really nice sources of fixing in the past. And this set is a wedge set, where splashing a third color and even straight up playing a third color will happen a decent chunk of the time. On top of that, this is not the worst thing to Mutate on top of, since it at least gives your new monster the Vigilance keyword.
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.
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.
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.
Pacifism
4.0 Pacifism is a great card every time we see it in Limited -- which is a lot! Two mana to take away what are normally the two most important things creatures can do Limited -- attacking and blocking -- is just amazing efficiency, and it makes Pacifism a premium removal spell.
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.
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.
Lead the Stampede
2.0 Most of the time, this will just be Green Divination, which is fine, but not amazing. Sometimes it will draw you more – but sometimes it will also draw you less.
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.
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.
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.
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.
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.
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.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
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.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 3: Ruinous Ultimatum
Ruinous Ultimatum
5.0 This is easier to cast than it looks, and it will win you the game 99% of the time when you cast it. A one-sided board wipe is just crazy.
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.
Call of the Death-Dweller
2.0 This takes some significant set up, and it is kind of difficult to actually load up your graveyard the way it wants you to. Sure, paying 3 to get back a 3/3 and give it those counters is nice, but it will be challenging to really make anything more than that happen, and even that is far from guaranteed. This format does have a reanimator deck, but it really prefers the cards that can reanimate big bois.
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
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.
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.
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.
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.
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.
Pacifism
4.0 Pacifism is a great card every time we see it in Limited -- which is a lot! Two mana to take away what are normally the two most important things creatures can do Limited -- attacking and blocking -- is just amazing efficiency, and it makes Pacifism a premium removal spell.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
Neutralize
3.0 Counterspells have some very real downside over a lot of removal, in that you have to be able to cast it whenever what you want to remove is cast. That’s not the case for other removal -- this makes counter-magic situational, and if it is hard to create that situation -- and leaving up three mana isn’t always possible -- that makes a lot of counter magic subpar in Limited. However! This is a good illustration of how Cycling can really change a card. By adding Cycling, you end up with a card that is much less situational -- in fact, you can pretty much always do something with it, even if that thing is just Cycling it.
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.
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.
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.
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.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
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.
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!
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.
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.
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.
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!
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
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.
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.
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.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
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.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
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.
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.
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.
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.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 11: Bushmeat Poacher
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
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.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
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.
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.
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.
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.
Obosh, the Preypiercer
4.5 Obosh is all about doing a ton of damage, and if you’ve built around it so that you can have it as your companion, it is pretty insane! Sure, the cost of not playing 2 and 4 drops is real, but if you have enough 1s and 3s, and other stuff to do with your mana, it isn’t too difficult. The turn Obosh comes down, it tends to double the damage you can do, and that is an immediate impact. Even if Obosh isn’t your companion, as long as you have mostly damage sources with mana values that are odd, it will still feel like a bomb.
Zenith Flare
5.0 Here is the Holy Grail of Cycling payoffs, and arguably the best card in the whole set. Even if you do have to build around the Flare, it really isn’t that hard to do in a set loaded up with Cycling, and you can even take off color cards as long as they have colorless cycling costs, which is pretty much everything in this set. It just isn’t hard to rip through your whole deck, find the Flare, and win the game with it.
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.
Momentum Rumbler
2.5 This is a Hill Giant that gains First Strike permanently when it attacks, which isn’t a terrible card to start with. The fact it can then gain double strike on the next attack is nice additional upside! Now, this format has a surprising number of large creatures, and getting through with the Rumbler that first time isn’t always the easiest, but it is a solid card.
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.
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.
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.
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.
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.
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.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 2: Extinction Event
Extinction Event
3.5 It is nice that you get to make the choice here -- because you can choose whatever is best for you. Most of the time that will let you come out ahead, but board states where the impact is negligible won’t be that uncommon, and it isn’t like you will always have even permanents and your opponent will have odd ones -- in those cases it will be amazing! But it has a pretty random nature to it overall, in the sense that you can’t really determine what CMC creature son the board will have. Still, I think in the end, the fact that you get to make the choice means you will come out ahead most of the time.
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!
Boneyard Lurker
4.0 Yet another Mutate payoff that helps you get around the potential for a 2-for-1. Like all the Mutate cards, you can kind of look at it as a split card -- it can be a 4-mana 4/4 if that’s what you need -- which is usually a good rate in Limited anyway -- or it make a creature into a 4/4 that gets you a card from the ‘yard. You can also put it UNDER the creature to get the card in a situation where you have a creature bigger than 4/4, but that does seem less ideal mana-wise most of the time. But yeah, Getting any permanet back from your graveyard when this mutates is great. It also has Hybrid mana, so you don’t have to be locked into BG to play it.
Pacifism
4.0 Pacifism is a great card every time we see it in Limited -- which is a lot! Two mana to take away what are normally the two most important things creatures can do Limited -- attacking and blocking -- is just amazing efficiency, and it makes Pacifism a premium removal spell.
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.
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.
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.
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.
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.
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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!
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.
Momentum Rumbler
2.5 This is a Hill Giant that gains First Strike permanently when it attacks, which isn’t a terrible card to start with. The fact it can then gain double strike on the next attack is nice additional upside! Now, this format has a surprising number of large creatures, and getting through with the Rumbler that first time isn’t always the easiest, but it is a solid card.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
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.
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.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
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.
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.
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.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 4: Footfall Crater
Genesis Ultimatum
4.0 Like all the ultimatums, this is easier to cast than it looks. If you can cast this, you are very likely to win, so building a control deck that can go the Ultimatum route is very real. Now, most of the other ultimatums just do something inherently powerful, but unfortunately genesis ultimatum does have a little randomness to it that can be pretty painful. You generally need to be putting creatures into play when you tap out for this, and sometimes this might only get you one and a couple of lands. And sure, you get to draw some cards too, but the fact that this can sometimes wiff makes it a little disappointing. Still good, but it stops just short of a bomb.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 5: Frillscare Mentor
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.
Frillscare Mentor
3.5 This has reasonable stats and grants a nice keyword to one of your creatures. Then, you can use its ability as a mana sink in the late game to grow some of the creatures on your board.
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.
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.
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.
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.
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.
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.
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.
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.
Migration Path
3.5 I really like the places they chose to put Cycling in this set -- and this is a great example of that. When you need to ramp or find mana of a specific color, this does the job really well. In fact, if you have a couple of these, it even potentially enables you splashing a double colored card. But one of the downsides of ramp spells like this, is that if you already have all the mana you need, casting it might not be the optimal thing to do. Instead, you can just Cycle it away and try to find something else. As I’ve been saying a lot -- this makes cards that have effects that have diminishing returns, or that have narrow effects, a lot better than they would be otherwise.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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
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.
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.
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.
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.
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.
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.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 7: Durable Coilbug
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.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
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.
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!
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
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.
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.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
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.
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.
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.
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.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 9: Evolving Wilds
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.
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.
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.
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.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 10: Perimeter Sergeant
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
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.
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 13: Unexpected Fangs
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.
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.
Mythos of Snapdax
2.5 // 5.0 This Mythos has a Cataclysm effect -- an effect that often underwhelms in Limited. It is very dependent on the board state. Because, if your opponent has an advantage over you because they have the best creature on the board well -- that advantage isn’t going to change because you cast this -- at least if you are paying all White for it. If your opponent has an advantage over you because their board is huge, then it will help. And both of those situations will happen -- I’m just saying there will be times where this card is pretty bad. However, if you pay Mardu mana for this thing, you get around that problem, since you make choices for your opponent! And that is truly devastating. I think of the cycle of Mythos, this is the one that gets the most sizable upgrade by paying all three colors -- the others have a better floor than this, but I think this might have the highest ceiling.
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.
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.
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.
Farfinder
3.5 We have seen cards like Skittering Surveyor and Pilgrim’s Eye be really nice sources of fixing in the past. And this set is a wedge set, where splashing a third color and even straight up playing a third color will happen a decent chunk of the time. On top of that, this is not the worst thing to Mutate on top of, since it at least gives your new monster the Vigilance keyword.
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.
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.
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.
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.
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.
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
Wilt
2.5 Another situational cycler means another solid playable
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 2: Fire Prophecy
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.
Huntmaster Liger
2.5 A 4-mana ¾ with some Mutate upside is what this is in its most basic form, and that’s fine -- especially because the Mutate upside is pretty powerful, pumping your whole team. Now, it is sort of an awkward card in that Mutate expressly asks you not to go wide, so you’re not always going to be able to get a huge boost out of Mutate here, but it still does enough to make the cut most of the time.
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.
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.
Dreamtail Heron
3.5 I love herons in real life, and I’m glad this one seems pretty sweet in Limited. A 5-mana ¾ Flyer, which this is on a base level, is somewhat passable. It can serve as a finisher in decks that are really lacking one. But this does more than that, of course, thanks to the Mutate mechanic. If you play it first, it is a ¾ Flyer that might draw you a card later if you mutate on it. If you play it second, you can use it to give a beefier creature Flying and draw a card, or make a smaller creature into a ¾ flyer that draws you a card. That drawn card really helps avoid the 2-for-1 that you are potentially going to be dealing with here.
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.
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.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
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.
Whisper Squad
0.0 // 3.0 This is unplayable with only one copy, but it gradually becomes more playable the more copies you get. Sure, paying two to get a 1/1 out of your deck doesn’t seem great, but it is actually some very real value, and an effective way to help you go wide. If you end up with 4 copies of this, it will become a pretty nice card.
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.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 3: Unbreakable Bond
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.
Unbreakable Bond
3.0 This format has a very real reanimator deck in the BG color pair, and that makes Unbreakable Bond significantly better in this format than in most. You can cycle away a big ol’ creature, and then use this to reanimate it and give it lifelink! That can be a play that ends games. In short, this just will have far more attractive targets than it does in most formats, and that makes it a pretty nice card.
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
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.
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.
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.
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.
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.
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.
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.
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!
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.
Savai Thundermane
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 5: Durable Coilbug
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.
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.
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.
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.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
Lead the Stampede
2.0 Most of the time, this will just be Green Divination, which is fine, but not amazing. Sometimes it will draw you more – but sometimes it will also draw you less.
Channeled Force
1.5 This is not especially easy to make work. It lets you rummage and then damage stuff, but the set up of having to have a bunch of cards in your hand just isn’t going to be worth that a lot of the time.
Ketria Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
Raugrin 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.
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!
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.
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.
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.
Titanoth Rex
3.0 A 9-mana 11/11 trampler just wouldn’t be playable in most formats – but in this one, it is significantly better than just “playable”! That’s partly because it has Cycling, which means when you can’t cast it – which will most of the time – you can just cycle it away. This format also has a very real BG reanimator deck, and you don’t need me to tell you that getting this back for 5 or 6 mana is absolutely silly.
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.
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.
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.
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.
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 9: Will of the All-Hunter
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.
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.
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.
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.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 10: Clash of Titans
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.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
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.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 11: Mountain
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.
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.
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.
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.
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.
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.
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.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 13: Mountain
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.
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.
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.