Everquill Phoenix
5.0 A 4-mana 4/4 with Flying on its own is really good. That’s your fail case here, really. The upside is that you can mutate it and make sure you can get your Phoenix back most of the time, in addition to changing a creature on the board into into a 4/4 flyer.
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.
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!
Sanctuary Smasher
4.0 A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
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.
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.
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.
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.
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.
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.
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.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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.
Boon of the Wish-Giver
3.5 If the Boon was just a 6-mana draw 4 it wouldn’t be great -- it would mean the only thing the card can do is tap you out for a turn, and while drawing 4 is awesome, not adding to the board is sometimes not an option. Basically this is a split card. The 6-mana sorcery, and a one-mana Instant that draws you a card. Both options will be nice sometimes – and of course, Cycling is extra good in this set because of all the payoffs.
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Greater Sandwurm
3.5 This is an imposing presence if you can play it as a creature – but it is super expensive! The good news is that it has Cycling, so you can just throw it away early. This especially potent in the BG reanimator deck, as this is something you can throw away on turn two, and then reanimate on turn 4 or 5, which is often enough to win the game.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
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.
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.
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.
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.
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.
Ketria Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
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.
Prickly Marmoset
3.5 This is another very good Cycling payoff who can make life a nightmare for your opponent. Every single time you attack with this your opponent has to make a choice between potentially taking a ton of damage to the face, or throwing a creature in front of it that will probably just die, since First Strike and even just one +2/+0 is enough to make the Marmoset win combat most of the time.
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.
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.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
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.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
Reconnaissance Mission
2.5 Now, this is certainly reliant on creatures having evasive abilities -- but this set is loaded up with that, with keyword tribal being a real theme here. Creatures with Flying will be especially powerful with it. However, that does mean this can be super situational. There will be times when you draw it and you have no board state to speak of -- that’s going to feel bad -- EXCEPT -- that this has Cycling, so when you end up in that bad situation, you can still just pitch it to dig deeper.
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
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.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
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.
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.
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.
Keep Safe
1.5 There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
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.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 5: Of One Mind
Sonorous Howlbonder
3.0 So on its own, this has Super Menace -- and that’s a pretty good evasive ability. Three creatures being able to block this just won’t be the case a decent chunk of the time, and iti s nice that it also grants the same awesome bonus to other Menace creatures. Like all of these, it will definitely be making some creatures with that keyword ability better, but it won’t be something that happens all the time or anything.
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.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
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 Scatter
2.5 Two mana counterspells offset the risks of your opponent playing around it, and even though it can only counter creatures, that’s going to be just fine in this set. This format has more creatures in than normal, too!
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
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.
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.
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.
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.
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
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.
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.
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.
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.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
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.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 7: Lurking Deadeye
Duskfang Mentor
3.0 Granting keywords to creatures who don’t have them -- especially big creatures -- is going to feel good, and this whole cycle also has the ability to pump up creatures with that keyword, including the one the counter was put on. That means these have an immediate impact on the board in most cases, and they also have late game value in their mana sink ability.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
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.
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.
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.
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.
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.
Cunning Nightbonder
3.0 So I would feel fine about playing a two mana 2/2 with Flash anyway -- can occasionally ambush a more expensive creature with 2 toughness, or a creature with less than two power, and it has fine stats. But, reducing the cost of spells with Flash is nice too, especially because there seems to be a decent amount of it in this set.
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.
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.
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.
Anticipate
1.5 This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
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.
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.
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.
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.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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.
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.
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.
Nightsquad Commando
2.5 So, if this was a 3-mana 2/3 who always gave you that 1/1 would be quite nice. However, you have to fulfill the “Raid” trigger here to get that 1/1. And while that’s not the craziest hoop to jump through, it won’t always be worth it.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
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.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
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.
Wilt
2.5 Another situational cycler means another solid playable
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
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.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 13: Garrison Cat
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.
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.
Kinnan, Bonder Prodigy
3.0 So, the static ability will come up sometimes in this format, but it won’t be a regular occurence, so I think looking at Kinnan independent of that is the thing to do. Without that, he is a Grizzly bear with an expensive, albeit powerful, activated ability. It is a great mana sink for late in the game, and yeah -- if you have some mana sources that can get doubled, you’ll get there even faster.
Mystic Subdual
3.0 This doesn’t get a rid of a blocker entirely, but it does completely shut off an opposing creature, even hosing Mutate! That’s a pretty good deal for two mana.
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
Indatha Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
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.
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.
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.
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.
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.
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.
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.
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.
Anticipate
1.5 This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 2: Frost Lynx
Jubilant Skybonder
3.0 This has wind drake stats and makes your flyers – including itself – harder to kill. That’s not a bad deal.
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.
Back for More
4.0 There is so much you can do here. Let’s start with the ideal case. Because this is an Instant, you can do something nasty like bring back a big boy who blocks one of their creatures, and also have that creature fight one of their small creatures. If your creature is big enough to take all that damage, you end up with an amazing deal. So yeah, that won’t line up all the time -- but even if your creature dies from the damage, you still take down 2 things of your opponent’s. And then, there’s also the case where all you can do is kill a single creature with the fight effect -- but that’s fine too. So what’s the downside here? Well, you have to have a creature in your graveyard that is worth fighting with, but that’s not hard to do in this format. This is just great.
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Serrated Scorpion
2.0 As a ½, it can block the human tokens in this set, and with the death ability it has, it creates a 4 point swing in life. That’s not insignificant. This is not a bad thing to sacrifice to various effects, nor is it a bad thing to mutate on to. But it isn’t exactly amazing in either of those cases either.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
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.
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.
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.
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.
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.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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 Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
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.
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.
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.
Sanctuary Smasher
4.0 A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
Wingspan Mentor
4.0 A 3-mana 1/3 that gives something permanent Flying is alright nice, and this comes with the added upside of being able to put counters on all your Flyers! This can really take over games, even if you just have one creature to put the counter on.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Sleeper Dart
1.0 This isn’t great, and is basically only the kind of card you run when you don’t have enough playables. It replaces itself, but the effect it has is really negligible.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
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.
Genesis Ultimatum
4.0 Like all the ultimatums, this is easier to cast than it looks. If you can cast this, you are very likely to win, so building a control deck that can go the Ultimatum route is very real. Now, most of the other ultimatums just do something inherently powerful, but unfortunately genesis ultimatum does have a little randomness to it that can be pretty painful. You generally need to be putting creatures into play when you tap out for this, and sometimes this might only get you one and a couple of lands. And sure, you get to draw some cards too, but the fact that this can sometimes wiff makes it a little disappointing. Still good, but it stops just short of a bomb.
Zagoth Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
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.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
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.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
Sleeper Dart
1.0 This isn’t great, and is basically only the kind of card you run when you don’t have enough playables. It replaces itself, but the effect it has is really negligible.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 6: Wingfold Pteron
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
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.
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.
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.
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.
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.
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.
Checkpoint Officer
3.5 This isn’t QUITE Master Decoy -- they are identical other than that this costs an additional mana to tap stuff down -- but that’s close enough to Master Decoy to still be a pretty high quality common. Tap effects tend to be great, and it is a kind of pseudo-removal that is good all game long. It is better than usual in this format that is loaded up with huge monsters and Mutate, where tapping down one guy is bigger than it normally would.
Wilt
2.5 Another situational cycler means another solid playable
Sanctuary Smasher
4.0 A 6-mana 6/4 First Strike is already a pretty nice creature in Limited -- it is hard for opponent’s to set up advantageous blocks on this, and even if you’re behind, First Strike allows this thing to block pretty effectiely too! Then you add the Cycling ability -- which even if it did nothing else would be a nice thing to add to this creature, since you could get rid of it if you were desperate for a land drop and nowhere near the six mana -- but this Cycling ability actually does something, and it is something that can completely alter combat. Giving First Strike to something at Instant speed is nice, especially when it is attached to a creature who can be a scary attacker in the late game. So yeah, I think this is pretty awesome, and definitely worth a first pick.
Back for More
4.0 There is so much you can do here. Let’s start with the ideal case. Because this is an Instant, you can do something nasty like bring back a big boy who blocks one of their creatures, and also have that creature fight one of their small creatures. If your creature is big enough to take all that damage, you end up with an amazing deal. So yeah, that won’t line up all the time -- but even if your creature dies from the damage, you still take down 2 things of your opponent’s. And then, there’s also the case where all you can do is kill a single creature with the fight effect -- but that’s fine too. So what’s the downside here? Well, you have to have a creature in your graveyard that is worth fighting with, but that’s not hard to do in this format. This is just great.
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.
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.
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.
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.
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.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Scoured Barrens
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 8: Adaptive Shimmerer
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.
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.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
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.
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.
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.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 9: Glimmerbell
Indatha Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
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.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 10: Corpse Churn
Corpse Churn
2.0 This is mostly here to enable the BG reanimator deck, and it does a decent job of that.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
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.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
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.
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.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
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.
Zagoth Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 14: Blisterspit Gremlin
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.
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.
Pack 3 Pick 1: Shark Typhoon
Shark Typhoon
5.0 You have two options here. One of these is that you can pay 6 mana for an Enchantment that probably won’t actually add to the board until your next turn -- and sometimes it won’t even add to the board then. The other is that you can cycle this and pay like 6 mana -- which results in you getting a 4/4 flying Shark at instant speed while also drawing you a card. So, the latter option here is the one that I think you choose most often, and the fact that that is an option at all is great, because sometimes you just won’t end up with enough noncreature spells to really abuse the Enchantment itself -- but the fail case you’re getting out of the deal is still quite powerful, and could easily result in 2-for-1s and even 3-for-1s.
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.
Archipelagore
4.0 The ideal thing you want to do is play this for the Mutate cost, since it gives you a discount on the card and gives you the powerful Mutate trigger -- tapping down one of your opponent’s creatures for a turn is no joke, especially because if you put the Archipelagore on to something that was on the battlefield the previous turn (which is likely) it can get in there and rumble right away! Obviously, the more it mutates, the more tapping you get to do, and that’s awesome. And yeah, doesn’t hurt that if you have this and no creatures, you can at least pay 7 mana for a 7/7 with some Mutate upside.
Footfall Crater
3.0 Another card with one mana Cycling that makes it way better! The Enchant Land part of the card can sometimes do a thing, but this is one you’re going to be Cycling a lot.
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.
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.
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.
Wilt
2.5 Another situational cycler means another solid playable
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Blisterspit Gremlin
2.0 This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
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.
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.
Prickly Marmoset
3.5 This is another very good Cycling payoff who can make life a nightmare for your opponent. Every single time you attack with this your opponent has to make a choice between potentially taking a ton of damage to the face, or throwing a creature in front of it that will probably just die, since First Strike and even just one +2/+0 is enough to make the Marmoset win combat most of the time.
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Drannith Magistrate
1.5 So, this is the kind of card really printed with constructed in mind. In most Limited games in this format, this Hatebear isn’t going to have anything to hate on, so he is effectively just a two mana ⅓. That can be a passable two-drop if you’re desperate.
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.
Huntmaster Liger
2.5 A 4-mana ¾ with some Mutate upside is what this is in its most basic form, and that’s fine -- especially because the Mutate upside is pretty powerful, pumping your whole team. Now, it is sort of an awkward card in that Mutate expressly asks you not to go wide, so you’re not always going to be able to get a huge boost out of Mutate here, but it still does enough to make the cut most of the time.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
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!
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.
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.
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.
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.
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.
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.
Ketria Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Unbreakable Bond
3.0 This format has a very real reanimator deck in the BG color pair, and that makes Unbreakable Bond significantly better in this format than in most. You can cycle away a big ol’ creature, and then use this to reanimate it and give it lifelink! That can be a play that ends games. In short, this just will have far more attractive targets than it does in most formats, and that makes it a pretty nice card.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Essence Symbiote
3.0 This is a Grizzly Bears with some nice upside. Making mutate creatures bigger and gaining you a bit of life is a very real bonus. And, I think your average Green deck will probably have 3-5 cards with Mutate, so it will be triggering regularly in most decks in this format. Something to keep in mind too, is that if you Mutate ON to this, it will start putting counters on the new Mutate creature, something that might be the ideal path to take sometimes
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
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.
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.
Wilt
2.5 Another situational cycler means another solid playable
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.
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.
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.
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.
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.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Essence 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
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.
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.
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.
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.
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.
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.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 5: Anticipate
Momentum Rumbler
2.5 This is a Hill Giant that gains First Strike permanently when it attacks, which isn’t a terrible card to start with. The fact it can then gain double strike on the next attack is nice additional upside! Now, this format has a surprising number of large creatures, and getting through with the Rumbler that first time isn’t always the easiest, but it is a solid card.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
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.
Anticipate
1.5 This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
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.
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.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
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.
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.
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.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 6: Blood Curdle
Stormwild Capridor
2.5 The Capridor is immune to damaging spells, and even gets bigger from them, which is kind of cool. That type of effect is a little situational, but you can actually take advantage of it yourself – sometimes it is right to turn your Divine Arrow into a combat tricks, especially because it turns this into a 5/7 that can end the game in a hurry. It is also a great creature to have at the bottom of a mutate pile, because Flying + that ability are pretty sweet.
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.
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.
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.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
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.
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.
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.
Scoured Barrens
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 7: Chittering Harvester
Indatha Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Chittering Harvester
2.5 So, Edict effects may be extra good in a format with Mutate, since people will more frequently not be going wide as a result. But Edict effects can really let you down by the later part of the game -- like turn 5 when you play this. It can also have a nice effect -- but I mean, is making a creature into a 4/6 for 5 mana, while making your opponent sac something really that great? I don’t think it is. Making your opponent lose their worst creature is pretty close to irrelevant on many boards by that point. Sure, if you stack Mutating it gets sillier, but I’m still not in love with this one.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
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.
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
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.
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.
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.
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.
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.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
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.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
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.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 9: Bastion of Remembrance
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.
Footfall Crater
3.0 Another card with one mana Cycling that makes it way better! The Enchant Land part of the card can sometimes do a thing, but this is one you’re going to be Cycling a lot.
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.
Wilt
2.5 Another situational cycler means another solid playable
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Blisterspit Gremlin
2.0 This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
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.
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.
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.
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.
Ketria Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Unbreakable Bond
3.0 This format has a very real reanimator deck in the BG color pair, and that makes Unbreakable Bond significantly better in this format than in most. You can cycle away a big ol’ creature, and then use this to reanimate it and give it lifelink! That can be a play that ends games. In short, this just will have far more attractive targets than it does in most formats, and that makes it a pretty nice card.
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.
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.
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.
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.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Pack 3 Pick 13: Nightsquad Commando
Nightsquad Commando
2.5 So, if this was a 3-mana 2/3 who always gave you that 1/1 would be quite nice. However, you have to fulfill the “Raid” trigger here to get that 1/1. And while that’s not the craziest hoop to jump through, it won’t always be worth it.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 3 Pick 14: Dark Bargain
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.
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.