Gruesome Menagerie
0.0 // 2.5 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Undercity Necrolisk
2.5 A 4-mana 3/3 feels kinda rough in this format, but this has a pretty nice ability – gobbling up other creatures to make this evasive and bigger feels good, especially if you have some good fodder.
Swarm Guildmage
3.5 Giving Menace to your whole board can often close out a game, and in the early portion of the game it is just an efficient creature who might gain you a bit of life.
Chemister's Insight
3.5 4 mana to draw two isn’t great, but adding Jump-Start is a big deal! The UR deck in this format is all about spells, so the fact that Jump-Start cards give you two of those triggers is really nice, and getting to draw 4 off of this in the process is pretty nice.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 2: Boros Challenger
Gird for Battle
2.0 This can really help power aggressive decks in the format, suddenly enabling two attacks you didn’t have before, and helping your creatures Mentor others.
Boros Challenger
3.5 This obviously has great stats, and coming with Mentor is pretty sweet! You can even sink mana into it in the later game for it to stay relevant.
Flower
3.0 The Flower half isn’t too bad, as making sure you hit a land drop early is pretty nice. Its actually kind of neat that it costs hybrid mana, so you can actually use it to help you splash either Green or White in a deck that doesn’t have the other Selesnya color. Meanwhile, if you draw this late ona stalled out board, Flourish has a good chance of shifting the game in your favor.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Dazzling Lights
1.5 This kind of effect is pretty underwhelming, as it just doesn’t accomplish enough most of the time. However, the fact that this format has a spell deck definitely upgrades it a bit, and Surveil isn’t too bad either.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Ornery Goblin
2.5 This is a surprisingly pesky two-drop that is pretty difficult to attack through or block profitably in the early game, and that’s pretty nice.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 3: Omnispell Adept
Omnispell Adept
1.5 This has bad stats and a really expensive and situational ability. Basically, the ability gives you a discount on spells, and you can also sort of look at it as fixing for spells, but I wouldn’t rely on it as your only source of fixing for an off-color spell. You should probably have some lands that help you out too, but if you’re splashing a couple of spells it does get a little bit of extra value.
Arboretum Elemental
2.0 This is big and it has hexproof, but the cost is very real even with Convoke, and it isn’t like 5 toughness is impossible to take down in combat.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 5: Artful Takedown
Thought Erasure
2.5 This is pretty efficient disruption – we usually see this effect for three mana - and adding Surveil 1 to the mix is pretty sweet.
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Artful Takedown
3.0 The -2/-4 part of the card is almost always a removal spell, so the additional upside of also tapping something can be pretty nice. Basically, this can give you some great tempo – getting two blockers out of the way – or you can just use it as a decent removal spell.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 6: Goblin Electromancer
Unmoored Ego
0.0 This type of card is never good in Limited. They print these to counter combo decks in constructed, and that’s not a thing in Limited.
Glowspore Shaman
3.5 This is one of the best enablers for the Golgari deck, as it often stocks your graveyard to get undergrowth and other value stuff going.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 7: Erstwhile Trooper
Pilfering Imp
2.0 If you play this early it does a good job of chipping in for some damage, and then it has a decent disruptive effect for later in the game.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 8: League Guildmage
Creeping Chill
0.0 Even with surveil, there isn’t a way to build around this enough for it to be worth it – unless you end up with 3+ copies, in which case things start to get interesting. However, ending up with enough Surveil and other self-mill to power it and 3+ copies of this just won’t happen.
League Guildmage
3.5 Drawing cards with this is where most of the value comes from, but sometimes you have a bunch of extra mana, and copying one of your spells – especially removal or card draw – is a good way to get an advantage.
Smelt-Ward Minotaur
2.5 This is pretty nice in either of the Red aggressive decks (Izzet and Boros), as turning off a blocker is a big deal! Izzet will have more spells to enable it than Boros, but it has decent stats and solid upside, so its definitely nice in both.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 9: Unexplained Disappearance
Undercity Necrolisk
2.5 A 4-mana 3/3 feels kinda rough in this format, but this has a pretty nice ability – gobbling up other creatures to make this evasive and bigger feels good, especially if you have some good fodder.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Pack 1 Pick 10: Izzet Guildgate
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 11: Izzet Guildgate
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 12: Moodmark Painter
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Pack 1 Pick 13: Izzet Locket
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Pack 1 Pick 14: Fearless Halberdier
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Pack 1 Pick 15: Gravitic Punch
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Pack 2 Pick 1: Ionize
Ionize
1.5 Three mana counterspells are usually pretty mediocre in Limited, and this doing 2 damage to your opponent doesn’t do enough to make up for that.
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Price of Fame
4.0 This is excellent removal. You won’t have many legendary creatures to target, but that’s fine, because 4 mana to kill any creature at Instant speed and Surveil 2 is absolutely premium.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Join Shields
0.5 This is way too expensive to be very useful. It can be a more complicated fog effect, or save a creature from removal, but that’s just not what you want for 5 mana. Siding it in against someone with sweepers is worth doing, though.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Dead Weight
3.5 This kills a whole lot of stuff in this format for only one mana – including significantly more expensive creatures, and that makes it pretty great.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 3: Watcher in the Mist
Experimental Frenzy
5.0 If you have a lot of spells, this thing can be a pretty big problem for your opponent. If you attack with it, they really can be put in a bind, wondering what exactly you have in your hand and how big the Cyclops will get. Because it has 8 toughness, it isn’t exactly easy to take down in combat, and it has trample, making the whole decision pretty miserable for your opponent.
Goblin Banneret
3.0 Because this can pump its power, it can end up Mentoring a whole lot of stuff. And sure, it only has one toughness, but like with a lot of the Mentors, you feel pretty good if the best your opponent can do is trade with the Mentor, because that means you get a +1/+1 counter worth of value – and if they can’t take down your Mentor, things really get out of hand in your favor.
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 4: Aurelia, Exemplar of Justice
Aurelia, Exemplar of Justice
5.0 This is a bomb that is pretty unbeatable left unchecked. She can target herself with her buffing abilities, and because she is both Red and White, she can be a 4-mana 4/5 with Vigilance, Flying, Trample, and Mentor. That’s pretty darn good, and she gets even sillier when she can enable your other stuff to attack too. And if you have a board, playing her before combat on your turn is pretty sweet, because the buffs she gives to other creatures are no joke! And of course, she’s great for mentoring creatures too.
Pilfering Imp
2.0 If you play this early it does a good job of chipping in for some damage, and then it has a decent disruptive effect for later in the game.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Artful Takedown
3.0 The -2/-4 part of the card is almost always a removal spell, so the additional upside of also tapping something can be pretty nice. Basically, this can give you some great tempo – getting two blockers out of the way – or you can just use it as a decent removal spell.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 5: Legion Guildmage
Legion Guildmage
4.0 This can tap things down for a reasonable cost – an effect that is always nice! And in the late game it can also do 3 damage at a time to your opponent, which is something that is a very real late game win condition.
Beacon Bolt
3.5 This can be some nice removal in grindier decks, as it can often do significant amounts of damage for the cost, and being able to do it a second time is pretty sweet!
Inescapable Blaze
3.0 This is pretty clunky in this format – 6 mana is just a ton, and doing 6 for that big investment isn’t amazing, though it is enough to kill most creatures. The fact you can go after the opponent is also pretty sweet.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Dazzling Lights
1.5 This kind of effect is pretty underwhelming, as it just doesn’t accomplish enough most of the time. However, the fact that this format has a spell deck definitely upgrades it a bit, and Surveil isn’t too bad either.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 6: Cosmotronic Wave
Thought Erasure
2.5 This is pretty efficient disruption – we usually see this effect for three mana - and adding Surveil 1 to the mix is pretty sweet.
Kraul Harpooner
3.0 A two mana 3/2 with Reach is already a pretty darn good rate, so having the upside of just killing an opposing flyer right away is great – although keep in mind, as long as the creature it fights has 2 or more power, the Harpooner is going down too! But that’s okay – this is sort of like a card that is either an efficient creature or Plummet, and that’s a pretty nice modal card to have. If you get to kill something with 1 power and it sticks around, it feels really absurd.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 7: Swathcutter Giant
Inspiring Unicorn
2.5 This doesn’t have the most impressive stats, and that often means it ends up eating a cheap removal spell before you ever attack with it, but if you’re allowed to untap with it, it helps make most boards pretty formidable.
Swathcutter Giant
2.0 This card just isn’t really what Boros decks are doing in this format. It is reasonably efficient and can kill some small creatures, but Boros decks aren’t typically running six drops.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Pack 2 Pick 8: Swathcutter Giant
Swathcutter Giant
2.0 This card just isn’t really what Boros decks are doing in this format. It is reasonably efficient and can kill some small creatures, but Boros decks aren’t typically running six drops.
Gird for Battle
2.0 This can really help power aggressive decks in the format, suddenly enabling two attacks you didn’t have before, and helping your creatures Mentor others.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Pack 2 Pick 9: Izzet Guildgate
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 10: Sworn Companions
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Pack 2 Pick 11: Barging Sergeant
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 12: Sonic Assault
Pilfering Imp
2.0 If you play this early it does a good job of chipping in for some damage, and then it has a decent disruptive effect for later in the game.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Pack 2 Pick 13: Boros Guildgate
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 14: Douser of Lights
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Pack 2 Pick 15: Fearless Halberdier
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Pack 3 Pick 1: Venerated Loxodon
Venerated Loxodon
5.0 This thing is silly, because it allows you to pump several creatures while also adding a 4/4 to the board! And oftentimes it feels like you aren’t paying any mana for something that powerful. The downside, of course, is that you have to tap down a bunch of stuff to make that happen, and sometimes you just don’t have the time to do that, but most of the time it is worth doing, since it upgrades your board an incredible amount for a pretty low investment.
Haazda Marshal
2.5 This does some pretty nice work if you play it early, especially if you do it alongside creatures who can Mentor it, so that it can attack more effectively. If it attacks and trades while giving you a 1/1 token, you’re doing a pretty good job!
Arboretum Elemental
2.0 This is big and it has hexproof, but the cost is very real even with Convoke, and it isn’t like 5 toughness is impossible to take down in combat.
Circuitous Route
2.5 If you need to ramp and you have an interest in gates, this is a pretty decent inclusion, but be careful using a card that doesn’t add to the board at all!
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Vedalken Mesmerist
1.5 It isn’t a complete disaster if you play this as your two drop, but it isn’t something you should be happy about either. Its attack trigger rarely does enough.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 2: Justice Strike
Whispering Snitch
3.5 This is the best Surveil payoff around, as draining life is a huge deal, and helps a grindy Surveil deck stay alive while also helping you win the game.
Justice Strike
3.0 This ends up not being able to kill stuff a little too often, but it can still kill enough stuff for only two mana that it is certainly a quality card.
Gatekeeper Gargoyle
2.5 This is a decent payoff for decks with lots of gates in them.
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Skyknight Legionnaire
3.0 This can do a lot of damage in the air in a hurry! And…that’s about all there is to say.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 3: Goblin Banneret
Goblin Banneret
3.0 Because this can pump its power, it can end up Mentoring a whole lot of stuff. And sure, it only has one toughness, but like with a lot of the Mentors, you feel pretty good if the best your opponent can do is trade with the Mentor, because that means you get a +1/+1 counter worth of value – and if they can’t take down your Mentor, things really get out of hand in your favor.
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
House Guildmage
4.0 Both options here can be pretty nice. Freezing down a creature can really help you slow your opponent down and/or help you win a race. The repeatable Surveil is great card selection too, and goes especially well with the Surveil payoffs in the format.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Artful Takedown
3.0 The -2/-4 part of the card is almost always a removal spell, so the additional upside of also tapping something can be pretty nice. Basically, this can give you some great tempo – getting two blockers out of the way – or you can just use it as a decent removal spell.
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 4: Muse Drake
Nightveil Predator
4.0 This thing is incredibly difficult to deal with profitably. Hexproof means it can’t be removed for the most part, and Flying and Deathtouch make it a real pain to block. This can frequently just represent an inevitable clock on your opponent.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Devious Cover-Up
1.0 // 2.5 This is a pretty bad counterspell in most decks in the format. Four mana to counter something tends to be way too clunky, and shuffling cards into your deck isn’t that big of a deal. However, the UW decks in this format can sometimes end up in very real controlling builds where Devious Cover-Up is actually a quality card, especially if you have two of them to loop. You can just lock down the board and outvalue your opponent until their dead! So, this gets a build around grade. In the right deck, it is pretty legit – but don’t try to play it in any old Blue deck.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Parhelion Patrol
2.5 Flying and Mentor go pretty well together, since it becomes easier for it to attack and survive. It can of course only Mentor 1 power creatures – at least at first – but that’s fine, and you can often end up training it too, in which case it can become a real monster.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 5: Wee Dragonauts
Thousand-Year Storm
0.0 Yeah, no. You just won’t be able to use this in Limited. You won’t end up with enough multiples of your instants and sorceries to make it worth running a 6 mana Enchantment that has no impact on the board.
Electrostatic Field
3.0 This is nice in the more controlling Izzet decks, where you can play this defensive creature and chip away at your opponent.
Wee Dragonauts
4.0 This is a great signpost Uncommon. It hits hard in the air pretty often in the Izzet decks in the format, doing a ton of damage in only a few swings.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 6: Chemister's Insight
Undercity Necrolisk
2.5 A 4-mana 3/3 feels kinda rough in this format, but this has a pretty nice ability – gobbling up other creatures to make this evasive and bigger feels good, especially if you have some good fodder.
Swarm Guildmage
3.5 Giving Menace to your whole board can often close out a game, and in the early portion of the game it is just an efficient creature who might gain you a bit of life.
Chemister's Insight
3.5 4 mana to draw two isn’t great, but adding Jump-Start is a big deal! The UR deck in this format is all about spells, so the fact that Jump-Start cards give you two of those triggers is really nice, and getting to draw 4 off of this in the process is pretty nice.
Devious Cover-Up
1.0 // 2.5 This is a pretty bad counterspell in most decks in the format. Four mana to counter something tends to be way too clunky, and shuffling cards into your deck isn’t that big of a deal. However, the UW decks in this format can sometimes end up in very real controlling builds where Devious Cover-Up is actually a quality card, especially if you have two of them to loop. You can just lock down the board and outvalue your opponent until their dead! So, this gets a build around grade. In the right deck, it is pretty legit – but don’t try to play it in any old Blue deck.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 7: Firemind's Research
Firemind's Research
1.5 Even with all the spells in this format, it is pretty tricky to make this work. It is just too hungry for change counters.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 8: Boros Guildgate
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 9: Command the Storm
Arboretum Elemental
2.0 This is big and it has hexproof, but the cost is very real even with Convoke, and it isn’t like 5 toughness is impossible to take down in combat.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Pack 3 Pick 10: Hypothesizzle
Gatekeeper Gargoyle
2.5 This is a decent payoff for decks with lots of gates in them.
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 11: Gravitic Punch
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Pack 3 Pick 12: Disdainful Stroke
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Pack 3 Pick 13: Loxodon Restorer
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Pack 3 Pick 15: Garrison Sergeant
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.