Imminent Doom
0.0 This is too difficult to get going in Limited.
Watchful Naga
1.5 This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.
Ifnir Deadlands
4.0 This is probably the best of this cycle in Limited since it can function as a removal spell, and a repeatable one if you have enough deserts!
Trial of Solidarity
3.0 Cards that pump your whole board and give it Vigilance tend to be quite nice, since they drastically alter the state of a race. You’re suddenly doing way more damage, your creatures are harder to block, and your creatures can hang back to block. The Cartouche clause comes up more often than you’d think here too!
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Winds of Rebuke
2.5 Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
Pack 1 Pick 2: Bone Picker
Watchful Naga
1.5 This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.
Protection of the Hekma
1.0 If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
Bone Picker
3.5 A 4-mana 3/2 with Flying and Deathtouch is the fail case here, and that’s a very playable fail case! Sometimes, it will only cost a single Black mana, and when that happens, you’ll really feel like you’re getting there.
Miasmic Mummy
1.5 The symmetrical discard isn’t something you’re all that interested in in the format, and this is just a 2/2. It is a Zombie, so that matters, but you won’t play this all that often.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Quarry Hauler
3.0 Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.
Greater Sandwurm
2.5 This is a solid finisher, and when he’s not what you’re looking for, you can just cycle him away.
Evolving Wilds
3.0 As usual, the Wilds provides some nice fixing for you, and is even quite good for your mana in a two-color deck.
Doomed Dissenter
2.5 On the face of it, Doomed Dissenter is a solid little card – he gives you a 1/1 and a 2/2 for only two mana, and that’s quite the deal, even if you don’t get them both at the same time. In addition to that, he has some added utility in this format. First, he makes a Zombie – that means BW likes him. Second, he gives you value when you dies, and that makes him an awesome place to stick -1/-1 counters in the BG deck, where you’ll effectively get to ignore that downside on those creatures.
Supply Caravan
2.0 A 5-mana 3/5 isn’t something you want, but this will give you a 1/1 token like half of the time, and that makes it decent.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Pack 1 Pick 3: Throne of the God-Pharaoh
Throne of the God-Pharaoh
1.0 Even in a format this aggressive, this Throne is a little too finnicky to be worth it in most decks, as it will do absolutely nothing in many situations.
Vizier of Tumbling Sands
3.0 The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.
Magmaroth
2.5 Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
Nimble-Blade Khenra
2.0 This is fine if you have enough spells, but even when you do, it isn’t exactly the most incredible prowess creature.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Feral Prowler
2.0 It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
Desert of the Mindful
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Pack 1 Pick 4: Cartouche of Solidarity
Ipnu Rivulet
2.5 This is the weakest of the cycle, mostly because milling isn’t that relevant in the format, but it is still a desert with some upside.
Gravedigger
3.5 Gravedigger is always a pretty nice card in Limited, as he is very easy to create 2-for-1s with. In this format, he also has a very nice creature type!
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Cartouche of Solidarity
3.0 The whole Cartouche cycle is quite nice. +1/+1 and First Strike is already the kind of boost that makes a creature significantly more formidable, and this also makes sure to give you a spare 1/1 body, which helps the threat of a 2-for-1 not loom quite as large.
Splendid Agony
2.5 This is pretty solid, though not premium. There are enough small creatures in this set that it sometimes give you a 2-for-1, but it isn’t that impressive against larger creatures, though weakening them still has some value.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Gust Walker
3.5 This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.
Essence Scatter
2.5 Creature spells are the most common type of spell in Magic, so Essence Scatter always tends to be a pretty solid playable in Limited. Its easy to cast and has lots of targets.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Pack 1 Pick 5: Trespasser's Curse
Ramunap Ruins
3.0 The Ruins make it so you have some serious reach in the late game, especially if you have multiple deserts.
Watchers of the Dead
2.0 This is a two-mana 2/2 that can hate on the graveyard a bit in a set that has graveyard stuff, so its fine.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Trespasser's Curse
0.5 This doesn’t do anything apart from the life drain effect, and that just isn’t going to be worth a card most of the time.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Ornery Kudu
2.0 On its own, this is a 3-mana 2/3, which isn’t very good. If you put the -1/-1 counter somewhere else, especially somewhere where you get some nice value, it will feel pretty good.
Soulstinger
2.5 All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.
Pack 1 Pick 6: Binding Mummy
Watchers of the Dead
2.0 This is a two-mana 2/2 that can hate on the graveyard a bit in a set that has graveyard stuff, so its fine.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Feral Prowler
2.0 It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Binding Mummy
3.0 This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.
Oketra's Avenger
3.5 When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.
Pack 1 Pick 7: Impeccable Timing
Nest of Scarabs
0.0 // 3.0 Obviously, this is a build around, and one that will mostly only work in the BG deck, which is all about -1/-1 counters. If you have few or no ways to make counters, Nest of Scarabs is terrible. However, if you get there on a critical mass of -1/-1 counter cards, and it is doable in this format, Nest of Scarabs gets pretty crazy, since it will start spitting out a significant number of tokens.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Oasis Ritualist
3.5 This card is really nice. It has enough toughness to stand up to most common Exert creatures, and it provides significant fixing and ramp.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Pack 1 Pick 8: Wander in Death
Hashep Oasis
3.0 These Desert utility lands are all pretty nice! In addition to counting as deserts for several cards in the set, they come into play completely untapped and can give you colored mana – even if you do have to pay life for it. If you don’t want that mana, it can also just tap for cololorless. Then, they can all do a thing by giving up a Desert. In this case, you get to pump a creature. And sure, it is only at Sorcery speed, but keep in mind that this thing has been a nice land for you all game, and in the late game it is having a very real impact! If you have enough deserts, you can do these effects repeatedly, which is sometimes nice.
Blur of Blades
1.5 Sometimes this will get a blocker out of the way and damage your opponent, and suddenly their dead to an Alpha strike. That makes it a reasonable inclusion in aggressive decks, especially because it will always have a pretty decent effect in those decks.
Ornery Kudu
2.0 On its own, this is a 3-mana 2/3, which isn’t very good. If you put the -1/-1 counter somewhere else, especially somewhere where you get some nice value, it will feel pretty good.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Pack 1 Pick 9: Khenra Eternal
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Pack 1 Pick 10: Miasmic Mummy
Miasmic Mummy
1.5 The symmetrical discard isn’t something you’re all that interested in in the format, and this is just a 2/2. It is a Zombie, so that matters, but you won’t play this all that often.
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Supply Caravan
2.0 A 5-mana 3/5 isn’t something you want, but this will give you a 1/1 token like half of the time, and that makes it decent.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Pack 1 Pick 11: Solitary Camel
Magmaroth
2.5 Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Nimble-Blade Khenra
2.0 This is fine if you have enough spells, but even when you do, it isn’t exactly the most incredible prowess creature.
Pack 1 Pick 12: Solitary Camel
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Pack 1 Pick 13: Seer of the Last Tomorrow
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Pack 2 Pick 1: Doomed Dissenter
Sheltered Thicket
3.0 These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
Baleful Ammit
3.0 On its own, the Ammit is a 3-mana 3/2 with Lifelink, which is acceptable. In many situations, you’ll have somewhere else to put the counter though, and when that’s possible and you have somewhere good to put it, the Ammit can be quite the beating for your opponent.
Claim
1.5 Reanimating a small creature for only Black mana is kind of okay, though it is pretty darn restrictive on the mana cost. If you cast both halves in the same turn, you can reanimate a thing, and then also give it +2/+0 and Haste, which is kind of alright, but the reanimation being as restrictive as it is really limits how good this card can be.
Vizier of Tumbling Sands
3.0 The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Pouncing Cheetah
1.5 This is kind of okay. It can flash in and ambush block stuff, but there’s not much that it can survive blocking because of its mediocre stats.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Slither Blade
1.5 This is a great place to put Cartouches and stuff like that since its unblockable, but it is pretty unimpressive in most other decks.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Doomed Dissenter
2.5 On the face of it, Doomed Dissenter is a solid little card – he gives you a 1/1 and a 2/2 for only two mana, and that’s quite the deal, even if you don’t get them both at the same time. In addition to that, he has some added utility in this format. First, he makes a Zombie – that means BW likes him. Second, he gives you value when you dies, and that makes him an awesome place to stick -1/-1 counters in the BG deck, where you’ll effectively get to ignore that downside on those creatures.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pack 2 Pick 2: Fan Bearer
Supreme Will
2.5 Neither mode here is an especially good card in Limited, but having the option between them really means you can utilize whichever one is optimal. Countering a spell when you can is great, but if that option doesn’t present itself, you’ll usually go for the card draw.
Sifter Wurm
3.0 This is expensive, but it does enough stuff when it ETBs to help you stabilize, and that’s great! You not only get a huge creature that can likely block your opponent’s board effectively and start attacking for a ton the next turn, you also get some serious card selection and life gain in the process.
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Compulsory Rest
3.5 This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
Soulstinger
2.5 All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Cartouche of Strength
4.0 The whole Cartouche cycle is good, but Cartouche of Strength is the best of the bunch. Giving a creature +1/+1 and trample, and punching an opposing creature is amazing, and often enough to really change the complection of a game.
Aerial Guide
3.5 This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.
Thorned Moloch
2.5 When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Pack 2 Pick 3: Unburden
Deem Worthy
3.5 If you cast this normally, it can deal with just about any creature in the format, and if you cycle it, you can kill a small creature and get a 2-for-1. This is definitely premium removal.
Lay Claim
4.0 Mind Control effects are hugely powerful in Limited, since they effectively kill your opponent’s best creature and give you a copy of it. 7 mana is a little steep to be sure, but since you can Cycle this away in a game where you need to find some more immediate action, it really overcomes that downside.
Spring
3.0 This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
Winds of Rebuke
2.5 Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Bloodlust Inciter
2.5 This kind of card isn’t always very good, but this format is fast enough that the Inciter is actually pretty decent. Giving Haste to every creature you play is quite nice, especially the ones that have scary Exert effects.
Desert of the True
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Tah-Crop Elite
2.5 This has an Exert trigger that can be quite impressive on the right board. The downside is that the board won’t always be right for it. The fact it dies to pretty much all the removal in the set despite costing 4 mana is also pretty rough.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Unburden
2.0 Mind Rot usually isn’t very good in Limited, but you can use that part of the card when its good, and Cycle it away when its not, which makes it somewhat playable.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Pack 2 Pick 4: In Oketra's Name
Spring
3.0 This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
Cast Out
4.0 This is premium removal that comes with the minor upside of Cycling. Normally in Limited, you won’t be Cycling this of course, since it is likely one of your best cards and it can answer almost anything. However, sometimes you end up stuck on two lands or something, and being able to cycle this away in that desperate situation definitely matters.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
Shimmerscale Drake
3.0 A 5-mana ¾ flyer is solid, and you can cycle this one away in situations where that doesn’t help you.
Pack 2 Pick 5: Crocodile of the Crossing
Sunscourge Champion
4.0 A 3-mana 2/3 that gains you 2 life is a decent card. Adding Eternalize to the mix is what really makes this a nice card, since it will come back as a 4/4 that gains you 4 life. And sure, you do have to discard a card unlike most Eternalize Effects, but you also pay only 4 mana for that copy, and that’s actually pretty incredible. All these Embalm/Eternalize effects just give you great value over the course of the game.
Crocodile of the Crossing
3.0 On its own, this is basically a 4-mana 4/3 with Haste, something quite reasonable! And of course, like all of these -1/-1 counter cards, you can put the counter on a different creature to make the Crocodile even larger.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Aven of Enduring Hope
2.5 A 5-mana 3/3 flyer isn’t great, but the +3 life effect plays surprisingly well in this format, and can help you stabilize while adding a flying threat to the board.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Countervailing Winds
2.0 This will sometimes perform quite well as a counterspell, and if you’re in a situation where it doesn’t, you can just Cycle it away.
Pack 2 Pick 6: Binding Mummy
Honored Crop-Captain
3.5 RW is very aggressive int his format, and Honored Crop-Captain is a big part of that! It has great stats as a two mana 3/2, and pumping the power of your whole board is quite potent, especially in combination with exert.
Desert of the Mindful
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Binding Mummy
3.0 This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.
Sacred Cat
2.5 A one mana 1/1 with lifelink isn’t usually anything special, but this effectively ends up being two mana for 2 1/1s with Lifelink, and that’s actually quite nice.
Nimble-Blade Khenra
2.0 This is fine if you have enough spells, but even when you do, it isn’t exactly the most incredible prowess creature.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Tormenting Voice
1.5 This kind of effect is always very replaceable, as you’re just getting some card selection and not impacting the board. It can be at its best, though, in UR spells, as it can trigger your spell payoffs while also hopefully finding you more spells.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 2 Pick 7: Supernatural Stamina
Trial of Strength
2.5 3-mana for a 4/2 is fine, and you might find yourself casting this more than once over the course of the game, which feels pretty nice.
Destined
2.5 The Destined side of this is a decent combat trick, though it isn’t quite as good as Supernatural Stamina. +1/+0 won’t win that many combats, but because of indestructibility, your creature will likely survive combat at least, and you can use it in response to removal, too. The Lead side also has some pretty nice uses, as Lure effects often do in very specific situations. Forcing everything to block one of your creatures means all of your other creatures will get through that turn, and that can often be game-ending. Obviously, casting both of these on the same turn on the same creature is also pretty powerful, but you’ll often find a use for Destined earlier in the game.
Onward
1.0 It is temping to look at this thing as a card that will just end the game on the spot, but the sad thing is – it really won’t very often. Just pumping power a bunch isn’t that impressive – your creature already has to get through for damage or be able to win combat for it do anything, and then the Victory half is only a Sorcery, and that means you can’t also use it in the same turn unless you do everything pre-combat, and that’s pretty ugly.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Oketra's Avenger
3.5 When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Pack 2 Pick 8: Horror of the Broken Lands
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Greater Sandwurm
2.5 This is a solid finisher, and when he’s not what you’re looking for, you can just cycle him away.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Pack 2 Pick 9: Claim
Claim
1.5 Reanimating a small creature for only Black mana is kind of okay, though it is pretty darn restrictive on the mana cost. If you cast both halves in the same turn, you can reanimate a thing, and then also give it +2/+0 and Haste, which is kind of alright, but the reanimation being as restrictive as it is really limits how good this card can be.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pack 2 Pick 10: Compulsory Rest
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Compulsory Rest
3.5 This is a premium removal spell. It is a little bit worse than Pacifism, since you do give your opponent the option of sacrificing the creature and gaining life, but that’s mostly negligible. This shuts down most creatures very effectively.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Thorned Moloch
2.5 When this attacks, it isn’t very hard for it to be a 3/3 with First Strike, and that’s not an easy creature to block.
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Pack 2 Pick 11: Floodwaters
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 2 Pick 12: Marauding Boneslasher
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
Pack 2 Pick 13: Supernatural Stamina
Supernatural Stamina
2.5 This is a pretty impressive combat trigger. The +2/+0 is enough to make many creatures capable of trading when they couldn’t before, and the additional effect on the card makes it so you get that creature back anyway. This can feel especially powerful on an ETB creature. The low cost here is great, and can really accomplish a lot.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Cascading Cataracts
1.0 This isn’t good. It mostly hurts your mana base – up until the point where it can filter into mana for all five colors. This makes it a really weird version of a filter land, and as is usually the case with filter lands, you’ll play it if you’re super desperate for fixing, but think long and hard about whether its worth it.
Edifice of Authority
4.0 This is great, and one of the better non-rare first picks in the format since it is colorless and powerful. At first, it can only stop a creature from attacking, but it does for only one mana, so that’s not too bad! Eventually, it gets enough brick counters to reach the point where you can just completely shut down a creature until your next turn, and that’s pretty awesome. You can use it offensively or defensively, and it is basically removal that can move from creature to creature as needed, and that’s awesome.
Shefet Dunes
3.0 Pumping your whole board is a pretty nice thing for a nice unassuming land to do, and if you have multiple deserts, you can do it on back to back turns, which is pretty awesome.
Defiant Greatmaw
3.0 On its own, this is a 3-mana 2/3..which isn’t great, but the fact it can also remove other -1/-1 counters actually makes it pretty good in the BG deck.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Shed Weakness
1.5 This is an alright trick. One mana for +2/+2 is fairly passable, and sometimes you’ll also get rid of a -1/-1 counter, which will make it feel like Giant Growth!
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Wall of Forgotten Pharaohs
2.0 As a 0/4, this can actually block many of the exerters in the format, and its Desert payoff ability isn’t the worst way to slowly win a game, either. Don’t get me wrong, it isn’t great, but if you’re in a slower deck, this often ends up being a pretty solid card for you.
Crash Through
1.5 In the UR spell deck this is okay, as just triggering all your Prowess stuff and drawing a card, AND giving trample to your board is worth the one mana.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 3 Pick 2: Fan Bearer
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Hashep Oasis
3.0 These Desert utility lands are all pretty nice! In addition to counting as deserts for several cards in the set, they come into play completely untapped and can give you colored mana – even if you do have to pay life for it. If you don’t want that mana, it can also just tap for cololorless. Then, they can all do a thing by giving up a Desert. In this case, you get to pump a creature. And sure, it is only at Sorcery speed, but keep in mind that this thing has been a nice land for you all game, and in the late game it is having a very real impact! If you have enough deserts, you can do these effects repeatedly, which is sometimes nice.
Eternal of Harsh Truths
2.0 The idea here is that your opponent would rather leave this unblocked than take two damage, but it just doesn’t pan out that way very often. A 1/3 is quickly outclassed, and you just won’t find this drawing you cards all that often.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Scarab Feast
1.0 This format has a lot of graveyard stuff, but you still mostly won’t play this. The only reason it isn’t just a sideboard card is because of Cycling.
Gust Walker
3.5 This is an excellent two drop. It can simply attack as a two mana 2/2 early, and then once its necessary, it can start Exerting itself to continue attacking in the air. This two drop is relevant all game long, and is very nice in aggressive decks.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Pack 3 Pick 3: Cartouche of Ambition
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
Bone Picker
3.5 A 4-mana 3/2 with Flying and Deathtouch is the fail case here, and that’s a very playable fail case! Sometimes, it will only cost a single Black mana, and when that happens, you’ll really feel like you’re getting there.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
Hieroglyphic Illumination
2.5 4 mana to draw 2 at instant speed isn’t the greatest thing ever, but this has an alternate mode where you pay a single Blue to draw a card, and having both of those options is pretty nice.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Impeccable Timing
2.5 This is too situational to be “premium” removal, but it does a pretty nice job in a format with lots of small creatures.
Cartouche of Ambition
3.5 Sticking a -1/-1 counter somewhere, +1/+1 and lifelink is a pretty good deal for three mana, and the whole package usually makes it so one of your creatures can rumble that just couldn’t before. Sometimes the counter part of the card will outright kill something too, in which case you’re going to feel pretty great about things.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Soulstinger
2.5 All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.
Pack 3 Pick 4: Splendid Agony
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Watchful Naga
1.5 This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.
Shadowstorm Vizier
3.0 This can do some decent damage in the air when combined with discard and cycling effects, and there are certainly enough of those in this format for the Vizier to be pretty good – though it may be the most underwhelming of this cycle of signpost uncommons.
Splendid Agony
2.5 This is pretty solid, though not premium. There are enough small creatures in this set that it sometimes give you a 2-for-1, but it isn’t that impressive against larger creatures, though weakening them still has some value.
Anointer Priest
2.5 This is a solid little token/embalm payoff. A two mana 1/3 isn’t great, but the bit of life gain it gets + the fact it comes back from the graveyard in the late game is pretty nice.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Desert of the Mindful
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Doomed Dissenter
2.5 On the face of it, Doomed Dissenter is a solid little card – he gives you a 1/1 and a 2/2 for only two mana, and that’s quite the deal, even if you don’t get them both at the same time. In addition to that, he has some added utility in this format. First, he makes a Zombie – that means BW likes him. Second, he gives you value when you dies, and that makes him an awesome place to stick -1/-1 counters in the BG deck, where you’ll effectively get to ignore that downside on those creatures.
Wall of Forgotten Pharaohs
2.0 As a 0/4, this can actually block many of the exerters in the format, and its Desert payoff ability isn’t the worst way to slowly win a game, either. Don’t get me wrong, it isn’t great, but if you’re in a slower deck, this often ends up being a pretty solid card for you.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 3 Pick 5: In Oketra's Name
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Oashra Cultivator
1.0 This isn’t very good. An 0/3 body just doesn’t stand up very well in this format, since all the Exert creatures can just manhandle it, and its ability to search up a basic land is clunky and slow. Sure, if you need fixing and/or ramp, you’ll play the cultivator, but you kind of hope you end up with some of the better ramp in the set, like Oasis Ritualist.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Pack 3 Pick 6: Djeru's Resolve
Consign
3.0 Thing thing really over performs. In the early game, you can bounce a problem permanent to slow your opponent down, or maybe blow them out when they try to use a trick or something, and then in the late game you have a Mind Rot sitting around in your graveyard. Basically, the consign half of this is already a solid playable, and the Oblivion half gives you some nice late game value. Now, your opponent won’t always have the cards to discard, but they do often enough that this card often feels like a steal.
Vizier of Remedies
1.0 This is a two mana 2/1 with some very minor upside for the format. You’ll play it if you really need a two drop, but that’s about it.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Pack 3 Pick 7: In Oketra's Name
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
Trial of Strength
2.5 3-mana for a 4/2 is fine, and you might find yourself casting this more than once over the course of the game, which feels pretty nice.
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Feral Prowler
2.0 It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 3 Pick 8: Protection of the Hekma
Protection of the Hekma
1.0 If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Compelling Argument
1.0 There’s not really a mill deck in this format, but this does cycle for only one Blue mana, so you’ll play it sometimes.
Beneath the Sands
2.0 This can help you fix and ramp, which some decks wants, and unlike a lot of ramp spells – which are terrible late game top decks – you can Cycle away Beneath the Sands.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Pack 3 Pick 9: Wasteland Scorpion
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Shed Weakness
1.5 This is an alright trick. One mana for +2/+2 is fairly passable, and sometimes you’ll also get rid of a -1/-1 counter, which will make it feel like Giant Growth!
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 3 Pick 10: Blighted Bat
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Hashep Oasis
3.0 These Desert utility lands are all pretty nice! In addition to counting as deserts for several cards in the set, they come into play completely untapped and can give you colored mana – even if you do have to pay life for it. If you don’t want that mana, it can also just tap for cololorless. Then, they can all do a thing by giving up a Desert. In this case, you get to pump a creature. And sure, it is only at Sorcery speed, but keep in mind that this thing has been a nice land for you all game, and in the late game it is having a very real impact! If you have enough deserts, you can do these effects repeatedly, which is sometimes nice.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Pack 3 Pick 11: Soulstinger
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
Zealot of the God-Pharaoh
2.5 A 4-mana 4/3 is reasonable, and this has an ability that is a solid enough mana sink.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Soulstinger
2.5 All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.
Pack 3 Pick 12: Pursue Glory
Watchful Naga
1.5 This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Pack 3 Pick 13: Wasteland Scorpion
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Pack 3 Pick 14: Hooded Brawler
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.