Vivien, Monsters' Advocate
5.0 Well, this is a bomb. Her static ability means that a decent chunk of the time, you effectively have an additional card in your hand. And it is even possible to rip through more than one card if you have enough mana and creatures on top of your library. Additionally, her +1 is very effective at protecting her, and that’s usually something you want with your Planeswalkers in Limited. Getting a 3/3 is nice, especially because it can have Reach if you want it to. Sometimes you play a walker and yeah, you can make a creature token -- but your opponent has flyers so your Walker isn’t staying around. This Beast does a good job of locking things down even in the air. Her -2 is also quite powerful, especially because it synergizes so well with her static ability, which will make it more likely you can cast a creature on a given turn. Vivien’s one weakness is her relatively low Loyalty, and the fact that she doesn’t exactly raise it quickly -- but that’s nitpicking, especially because she will frequently do a good job of protecting herself with the Beast token.
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.
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!
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.
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.
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!
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.
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.
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.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Necropanther
4.0 Lots of times in the early game, you won’t be able to do anything with that Mutate ability, and in those cases just played it as a 3-mana 3/3 is probably wise, since it means if you Mutate on to it in the later game, you’ll still get that trigger. And yeah, in the later game, when you can get something out of Mutating it, it will feel pretty good to do, becuase it also makes sure you don’t get 2-for-1’d. This is another one with Hybrid mana too, so you can conceivably play it in a wide variety of color combinations.
Weaponize the Monsters
2.5 This is a surprisingly good way to cash in expendable bodies, including those you steal from your opponents! It also really lets you find lethal out of nowhere.
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.
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.
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.
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.
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.
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.
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.
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.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
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.
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.
Alert Heedbonder
2.5 A three mana 2/4 with Vigilance is fine, and so is gaining 1 life every end step -- which is what it is when it is alone. The fact you gain more life the more Vigilance creatures you have is nice additional upside, but still not something amazing. I think this is just decent, and not much else.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
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.
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.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 4: Trumpeting Gnarr
Trumpeting Gnarr
4.0 A 3-mana 3/3 is a nice baseline, and then this has a Mutate ability that offsets the risk of getting 2-for-1’d since it makes you a token every time. That mutate ability definitely isn’t efficient, but you’ll be surprised at how good it feels despite that
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
Fertilid
3.0 A three mana 2/2 isn’t especially good, but the fixing Fertilid provides for you is quite nice. Green usually gets nice commons for Splashing or going three colors, and that’s what this is. It has the ability to grab a couple of land over a few turns, and that is nice -- helps mitigate against mana screw, helps you find your colors, etc., If you don’t really need to fix when you play it, it also makes a good creature to mutate on to.
Mysterious Egg
1.0 The flavor is cool and all, but I feel like you’d rather have a more exciting ability for Mutate, and a more exciting fail case than one mana 0/2.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
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.
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.
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.
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.
Blood Curdle
4.0 This is a great common. 4 mana for instant speed kill anything is something you always play and this permanently gives something lifelink. Sure, sometimes that upside won’t mean much, but sometimes it will really matter -- and when it is stapled to an already premium removal spell, I’m pretty happy about it.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
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.
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.
Boot Nipper
3.0 This is a very nice two drop that gives you a couple of nice options. You would always play a two mana 2/1 with death touch, and you would frequently play a two mana 2/1 with lifelink. The power of having a choice between those two things is very real. If yo’ure behind, you probably go with death touch, but if you are the beatdown, you probably go with lifelink. This is a nice cheap creature to mutate on to as well, and those keyword counters will be nice on your mutated creature.
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.
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.
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.
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 6: Farfinder
Regal Leosaur
3.0 So the mutate trigger here doesn’t technically help you avoid a 2-for-1 most of the time, but it is powerful. Still, it is kind of an awkward card, since Mutate by its very nature does not help you go wide, so board pump on Mutate definitely feels weird. Still, it will frequently have a very real impact on the board state.
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.
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.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
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.
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.
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.
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.
Fully Grown
1.5 I have a hard time liking 3-mana combat tricks in most situations. It makes the risk of a blowout even more painful because of the extra mana you’re paying. And sure, +3/+3 will frequently be enough to win combat, and it is nice that the creature permanently gets Trample, instead of just temporarily, but tricks are just so situational, that I really only like the idea of them at lower mana costs in most cases.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
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.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
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.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 8: Flycatcher Giraffid
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 12: Adaptive Shimmerer
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
Pack 1 Pick 14: Plains
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.
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.
Pack 2 Pick 1: Boneyard Lurker
Emergent Ultimatum
4.0 Like the other Ultimatums, this is easier to cast than it looks. This is maybe the weakest of the cycle for Limited, since the others are powerful cards all on their own, and Emergent Ultimatum asks you to have some other sweet stuff going on to really excel, but it is still great.
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.
Exuberant Wolfbear
3.5 The fail case is a highly efficient 4-mana 4/4, and if you have a few Humans lying around, it is likely that he will be making one of your other creatures considerably larger too. Between the efficient fail-case and nice upside, I think this is in the lower rnage of first pickable.
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.
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.
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.
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.
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.
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.
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.
Rumbling Rockslide
3.0 This is pretty clunky as a 4-mana Sorcery, but it does scale as the game goes on, and can deal with virtually any creature, provided you get some lands in play.
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.
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.
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.
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.
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.
Zagoth Mamba
3.0 The fail case of being a one mana 1/1 is pretty ugly, so you definitely need to be able to do some Mutating to make it worth while. The good news is, there is plenty of Mutate in this set, and when you do get this trigger -- which will frequently let you pick off small creatures, or even larger ones if you do it after combat -- when you do get that trigger it will be pretty nice, and offset some of the risks of Mutating.
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.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
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.
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.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
Fully Grown
1.5 I have a hard time liking 3-mana combat tricks in most situations. It makes the risk of a blowout even more painful because of the extra mana you’re paying. And sure, +3/+3 will frequently be enough to win combat, and it is nice that the creature permanently gets Trample, instead of just temporarily, but tricks are just so situational, that I really only like the idea of them at lower mana costs in most cases.
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Blood Curdle
4.0 This is a great common. 4 mana for instant speed kill anything is something you always play and this permanently gives something lifelink. Sure, sometimes that upside won’t mean much, but sometimes it will really matter -- and when it is stapled to an already premium removal spell, I’m pretty happy about it.
Pouncing Shoreshark
3.5 So, by giving a Mutate creature Flash, you open up some very interesting options. For one thing, the mutate trigger here is excellent -- bouncing something at instant speed is huge, especially in this format with Mutate all over the place. You can also Flash it in to make a creature suddenly larger so that it can win combat, in addition to bouncing something else. Then, like all of these, you can potentially trigger the Mutate effect multiple times, and then things will be really silly!
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.
Fight as One
2.5 I start to be very interested in tricks once they have the possibility of allowing you to 2-for-1 your opponent for very little mana, and that’s definitely what we have here. In addition to that, because indestructibility is granted, you can use it to blank most removal spells too -- and generally at a price much cheaper than what your opponent is paying. This has a fine floor of +1/+1 and indestructibility, and a very impressive ceieling when you can give two things the boost -- and yeah, sometimes that will blow out the opponent.
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.
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.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
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.
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.
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.
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 4: Ram Through
Monstrous Step
2.5 This is another situational card with Cycling. When this works, it can devastate your opponent. When it is useless (and it will be more often than not) you can Cycle it.
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
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.
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.
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.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
Rooting Moloch
4.0 Another very nice Cycling payoff, the Moloch can rebuy a card with Cycling – either to Cycle it again or because you actually want to cast it. Either way, getting a 2-for-1 here is very easy. Then, it has Cycling itself, and that is a really key thing in this format that makes Cycling so darn good – almost all the payoffs have Cycling too, which makes for a very cohesive deck.
Monstrous Step
2.5 This is another situational card with Cycling. When this works, it can devastate your opponent. When it is useless (and it will be more often than not) you can Cycle it.
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
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.
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.
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.
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.
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.
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.
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.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
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.
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.
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.
Snare Tactician
4.0 A premium Cycling payoff, this one allows you to make the game go long by tapping down opposing things on the opponent’s turn, or it allows your Tactician and other friends to get in for a bunch of damage by tapping down blockers on your turn.
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.
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.
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.
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.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
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.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 9: Mosscoat Goriak
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.
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.
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.
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.
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.
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.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 12: Sudden Spinnerets
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
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.
Gemrazer
4.0 A 4-mana 4/4 with Reach and Trample is great. Mutate Naturalize is nice too, as is being able to put this on to something to make it a 4/4 and give some extra keyword abilities. I always like being able to run mainboard Artifact and Enchantment hate, and this makes that really easy.
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.
Pollywog Symbiote
3.0 A two mana ⅓ that reduces the cost of cards with Mutate would probably be a nice payoff to have in Mutate-heavy decks. It gets even better since the Symbiote lets you loot whenever it mutates, which is pretty great.
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!
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.
Vulpikeet
2.5 This starts out with some pretty unimpressive stats, but the real value here comes from the Mutate, which will often give a pretty nice boost to one of your creatures – Flying AND a +1/+1 counter. Now, Mutate is inherently risky, and this isn’t the kind of mutate card that gives you some sort of value that sticks around no matter what – this will just die, and that will suck sometimes, but this can also be a pretty nice card for aggro decks trying to win in a hurry.
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.
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.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
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
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 2: Essence Symbiote
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!
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.
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.
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.
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.
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.
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.
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
Lurking Deadeye
3.0 These kinds of creatures are not normally something I am very impressed with – that is, creatures who kill something that has been dealt damage. This is because often-times making sure you damage something is difficult, and sometimes even when you do you have to give up a card to do it, so the window where this does something is not as high as you would like. However, this one has Flash, and that means that you will be able to find situations where it does its things more often than not. And even if you aren’t managing to kill something with the ability, sometimes flashing in a 4/2 to kill their X/4 is just fine too.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 3: Blood Curdle
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.
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.
Trumpeting Gnarr
4.0 A 3-mana 3/3 is a nice baseline, and then this has a Mutate ability that offsets the risk of getting 2-for-1’d since it makes you a token every time. That mutate ability definitely isn’t efficient, but you’ll be surprised at how good it feels despite that
Necropanther
4.0 Lots of times in the early game, you won’t be able to do anything with that Mutate ability, and in those cases just played it as a 3-mana 3/3 is probably wise, since it means if you Mutate on to it in the later game, you’ll still get that trigger. And yeah, in the later game, when you can get something out of Mutating it, it will feel pretty good to do, becuase it also makes sure you don’t get 2-for-1’d. This is another one with Hybrid mana too, so you can conceivably play it in a wide variety of color combinations.
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.
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!
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.
Blood Curdle
4.0 This is a great common. 4 mana for instant speed kill anything is something you always play and this permanently gives something lifelink. Sure, sometimes that upside won’t mean much, but sometimes it will really matter -- and when it is stapled to an already premium removal spell, I’m pretty happy about it.
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.
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.
Migratory Greathorn
3.0 This is another decent peace of fixing and ramp for Green. Paying 3 mana to put this under something bigger, or on top of something smaller, while also searching up a land is a nice deal to me. It helps you splash while also giving you some Mutate synergy.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 4: Void Beckoner
Void Beckoner
3.5 So, an 8-mana 8/8 Deathtouch would not normally be something I want to play -- that’s because it is just so hard to get to 8 mana! But by adding cycling to this, it becomes much more intriguing. Cycling really lets you get away with playing stupid expensive cards, since if you can’t cast them, you can always turn them in for a card. It is especially nice that this Beckoner also has a trigger with Cycling -- giving something Deathtouch at Instant speed and drawing card is pretty nice. Even if your creature still dies in combat, you end up netting a card out of this, so that fact is offset, especially if you are trading a little guy who could previously only chump block for something scary on the opponent’s side of the table. This also gets an upgrade because BG decks can reanimate him pretty easily.
Bastion of Remembrance
3.5 3-mana for a 1/1 with the powerful “aristocrat” effect is not bad, and this can be especially good in Humans decks that are going wide, or in decks with lots of sacrifice effects, where this type of drain effect can really make it impossible for your opponent to find a good way to block.
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.
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.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
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.
Snare Tactician
4.0 A premium Cycling payoff, this one allows you to make the game go long by tapping down opposing things on the opponent’s turn, or it allows your Tactician and other friends to get in for a bunch of damage by tapping down blockers on your turn.
Wilt
2.5 Another situational cycler means another solid playable
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Blitz Leech
2.5 This has an ugly stat-line, but by adding Flash and a nice ETB trigger to the mix, it really overcomes that. You can flash this into kill an X/2, and then use the 5/2 body to block something bigger, and that’s a 2-for-1! Sure, it is kind of an expensive one, but that’s real upside. Now, it won’t always be able to do that for you, and it is a little situational, but still -- I basically always like the first copy of this in my Black decks. Going beyond that is a bit much because of the high mana cost though.
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.
Ivy Elemental
1.5 This will never be efficient – you’ll pretty much always feel like you are paying one too much mana for it. Still, it is flexible, it can be a large creature late, and a smaller one early. It also isn’t the worst thing to mutate on to because of those counters.
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.
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.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
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.
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.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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.
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.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 6: Ram Through
Fight as One
2.5 I start to be very interested in tricks once they have the possibility of allowing you to 2-for-1 your opponent for very little mana, and that’s definitely what we have here. In addition to that, because indestructibility is granted, you can use it to blank most removal spells too -- and generally at a price much cheaper than what your opponent is paying. This has a fine floor of +1/+1 and indestructibility, and a very impressive ceieling when you can give two things the boost -- and yeah, sometimes that will blow out the opponent.
Snare Tactician
4.0 A premium Cycling payoff, this one allows you to make the game go long by tapping down opposing things on the opponent’s turn, or it allows your Tactician and other friends to get in for a bunch of damage by tapping down blockers on your turn.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
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.
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.
Memory Leak
3.5 This is a situational discard effect that becomes useless in the late game. However! It has Cycling 1, and that gives everything a big upgrade in this format – you can cycle it away when it doesn’t do a thing, and when it can do a thing it isn’t too shabby.
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.
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.
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.
Easy Prey
3.0 This is a somewhat narrow removal spell – but it is still a removal spell. It certainly isn’t premium, but by adding Cycling to this card, which you would play one of in a lot of formats anyway, you end up with a pretty nice card.
Channeled Force
1.5 This is not especially easy to make work. It lets you rummage and then damage stuff, but the set up of having to have a bunch of cards in your hand just isn’t going to be worth that a lot of the time.
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!
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.
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.
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.
Scoured Barrens
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 8: Unbreakable Bond
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.
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.
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.
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.
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.
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.
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!
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.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Thornwood Falls
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 10: Jungle Hollow
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 11: Survivors' Bond
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.
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.
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.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 12: Blitz Leech
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
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.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Pack 3 Pick 14: Spontaneous Flight
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.
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.