Archfiend of Ifnir
5.0 A 5-mana 5/4 Flyer is great, and the Archfiend comes with an absolutely insane cycling/discard payoff. -1/-1 to only your opponent’s side of the table is great, and can really bust open just about any combat, in addition to straight up killing all of their X/1s. In short, this can destroy your opponent in the air with its efficient flying body, and it can wreak havoc on their board in general. That’s certainly a bomb.
River Hoopoe
3.0 If you can get to the part of the game where River Hoopoe can start using that ability, you’re going to feel pretty great. The life gain really helps you stabilize, and the cards you draw will allow you to ultimately overwhelm your opponent. The problem is, getting to that point of the game isn’t always easy, and if that’s the case, this is just a two mana 1/3 Flyer – and that’s not a body that is particularly good at blocking in this format. Still, the mid-to-late-game upside is very real.
Burning-Fist Minotaur
4.0 A two mana 2/1 with First Strike is something you always sign up for, and this one has the ability to pump its power. That’s something your opponent has to pretty much always respect, making it quite challenging to attack through or block the Minotaur. Of course, sometimes if they don’t block, you can also do lethal, so you put your opponent in a really rough situation.
Ruthless Sniper
2.0 This is a solid Cycle/Discard payoff, as sticking -1/-1 counters on things can really cause problems for your opponent.
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.
Stinging Shot
1.5 This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
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.
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.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
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.
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.
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.
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.
Pack 1 Pick 2: Gideon's Intervention
Gideon's Intervention
2.0 So, you’re probably not going to be very successful at naming a card that isn’t in play with this, so you can mostly throw the “can’t cast spells” part of the card out the window. Mostly, this just ends up being a bad removal spell, since you’ll name a creature in play with it and make it so it can’t damage you or your permanents. This is “bad removal” because the creature can still block and use all sorts of abilities.
Burning-Fist Minotaur
4.0 A two mana 2/1 with First Strike is something you always sign up for, and this one has the ability to pump its power. That’s something your opponent has to pretty much always respect, making it quite challenging to attack through or block the Minotaur. Of course, sometimes if they don’t block, you can also do lethal, so you put your opponent in a really rough situation.
Ahn-Crop Champion
3.0 This has nice stats as a 4-mana 4/4, and its exert ability has some nice uses. One can simply use it to grant the other creatures something akin to vigilance, or more ideally, you can use it to untap exerted creatures, who will then be able to exert themselves and become better attackers on a subsequent turn.
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
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.
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.
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.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
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.
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.
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main 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.
Pack 1 Pick 3: Dune Beetle
Grind
4.5 The Grind Half of this will sometimes just allow you to kill a couple of X/1s, which is really good, but the ideal use of this card is to Grind and Dust on the same turn, or on subsequent turns. When you do that, you end up paying 6 mana to exile at least two creatures, which is a great deal, even at Sorcery speed! If your deck has some other -1/-1 counter stuff going on – or if your opponent does – it can be even more backbreaking.
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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.
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.
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.
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.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Cartouche of Knowledge
3.5 This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
Pack 1 Pick 4: Bontu's Monument
Khenra Charioteer
3.0 This kind is a little underwhelming as far as signpost uncommons go, but he is very efficient and grants your creatures a nice keyword, so its still a pretty nice card.
Bontu's Monument
1.5 Reducing the cost of your black creature spells and draining your opponent for every creature spell you cast isn’t too bad, though sometimes it won’t really add up enough to feel like you’re getting a full card worth of value.
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.
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.
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.
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.
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.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
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.
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.
Pack 1 Pick 5: Hashep Oasis
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.
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.
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.
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.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
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.
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.
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.
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.
Pack 1 Pick 6: Pitiless Vizier
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
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.
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.
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.
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.
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.
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 Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
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.
Pack 1 Pick 7: Trespasser's Curse
Cartouche of Knowledge
3.5 This Cartouche draws you a card to get around the risk of getting 2-for-1’d, and I’m all for that. This actually gives you a lot for only two mana, as Flying and +1/+1 is no joke.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
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.
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.
Firebrand Archer
2.5 This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.
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.
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.
Pack 1 Pick 8: Destined
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.
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.
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.
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.
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.
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 9: Trespasser's Curse
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.
Stinging Shot
1.5 This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
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.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
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.
Pack 1 Pick 10: Supernatural Stamina
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.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
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.
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Pack 1 Pick 11: Forsake the Worldly
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
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.
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.
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 12: Supernatural Stamina
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.
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.
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 1 Pick 13: Pursue Glory
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.
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Pack 2 Pick 1: Hornet Queen
Hornet Queen
4.5 If you can get to the part of the game where you can cast Hornet Queen, she will absolutely take over the game. 4 death touch bodies virtually guarantees you a 4-for-1. They can attack hard in the air if you’re ahead, and if you’re behind, they can trade for your opponent’s best creatures. In short, She can pull you back to parity from behind, and she can pull you ahead if you’re at parity. She does cost 7 in a relatively fast format, but I still think she’s a bomb.
Sand Strangler
4.0 This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.
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!
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Open Fire
4.0 This kills a ton of creatures in this format, and it can even go to the dome, so its definitely premium removal.
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.
Striped Riverwinder
2.5 A 7-mana 5/5 isn’t great, even with Hexproof, but the fact you can Cycle this away early is pretty awesome. Then, in the late game, it is pretty difficult to interact with and not the worst finisher ever.
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!
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.
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.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Final Reward
3.0 This is expensive, but it also answers any creature – and because it exiles them, it can even shut down annoying cards with Embalm. This is premium removal.
Pack 2 Pick 2: Liliana's Mastery
Liliana's Mastery
4.0 On its own, this is 5 mana for two 3/3s, and that’s a great deal! The format is also loaded up with other Zombies, so it will often add more stats to the board than that.
Wayward Servant
3.0 Draining an opponent every time you have a Zombie ETB is pretty nice, and keep in mind it includes embalmed and eternalized creatures!
Aven Wind Guide
3.5 A 4-mana 2/3 with Flying and Vigilance is already a decent thing to have, so granting those keywords to all of your tokens is pretty nice – especially because embalmed and Eternalized things are creature tokens! And of course, the Wind Guide itself comes with Embalm too.
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.
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.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Festering Mummy
1.5 This can create 2-for-1 situations on some board states – like when your opponent has two X/1s, and it has both Zombie and -1/-1 counter upside.
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.
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.
Pack 2 Pick 3: Destined
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.
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.
Appeal
2.0 If you can cast both halves of this in the same turn, this can have a pretty big impact, since one of your creatures will get a decent boost and trample, two opposing blockers will be tapped, and your creatures will have vigilance. Still, you did not some decent set up for this to do that ideal thing, including a decent number of creatures. And, in the end, you use up a card here for temporary effects that don’t permanently add to the board in any way, and I don’t love that.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Never
Never
4.0 Obviously, the “Never” side here is premium removal, and a card that always makes the cut. This has a huge added bonus too, in that you can pay 4 mana to make a 2/2 Zombie from your graveyard later in the game, and the fact you also get to exile a card from a graveyard actually matter sometimes too.
Desert's Hold
4.0 This is a premium removal spell, and one that it isn’t that hard to trigger the “Desert” clause on. This shuts down most creatures entirely and will gain you life like half the time, and that’s pretty great.
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.
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!
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
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.
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.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
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.
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.
Pack 2 Pick 5: Marauding Boneslasher
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it 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.
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.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
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.
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: Marauding Boneslasher
Renewed Faith
2.0 You will almost always end up cycling this. Two mana for 2 life and a card is pretty decent. Three mana for six life and no card isn’t, but you do have the option to do that, and sometimes you’ll want to – like if you’ll die without doing it.
Labyrinth Guardian
3.0 This dies to everything, but it gives you two pretty relevant bodies and its only one card, so if your opponent wants to use spells to kill both copies, you aren’t exactly going to be broken up about it.
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.
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.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
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.
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.
Stinging Shot
1.5 This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
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 2 Pick 7: Soulstinger
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.
Fervent Paincaster
2.5 A 3-mana 3/1 that can ping the opponent is kind of okay, and adding the ability to exert to ping anything is pretty nice, and certainly a problem for any deck with lots of X/1s.
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.
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.
Gilded Cerodon
1.5 While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.
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.
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.
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 2 Pick 8: Trespasser's Curse
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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.
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.
Pack 2 Pick 9: Marauding Boneslasher
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
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.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Pack 2 Pick 10: Wayward Servant
Wayward Servant
3.0 Draining an opponent every time you have a Zombie ETB is pretty nice, and keep in mind it includes embalmed and eternalized creatures!
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Festering Mummy
1.5 This can create 2-for-1 situations on some board states – like when your opponent has two X/1s, and it has both Zombie and -1/-1 counter upside.
Pack 2 Pick 11: Puncturing Blow
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.
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.
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.
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.
Pack 2 Pick 12: Life Goes On
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.
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.
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.
Pack 2 Pick 13: Dune Beetle
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Pack 2 Pick 14: In Oketra's Name
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.
Pack 3 Pick 1: Resilient Khenra
Resilient Khenra
4.0 When this comes down early, it will immediately impact the board, often enabling an attack you didn’t have without it. Even without Eternalize, a two mana 2/2 with that effect would be a pretty high quality card! Then, you add Eternalize to the mix, and you get something pretty amazing, since it can come back in the later game is a 4/4 that gives +4/+4 to something. Those are two pretty powerful cards, and you only have to use up one card to get them!
Shefet Monitor
3.5 This card is really good. In the early game, you can cycle it away, and you get to draw two cards in the process! One will be a basic land of course, but that’s fine, it is still giving you a 2-for-1 off of a Cycle, which is pretty awesome – and good for your mana! Then, in the late game, Shefet Monitor towers over many board states, and can be a passable finisher.
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.
Vizier of Deferment
2.0 This can be nice in conjunction with ETB abilities, or to remove an Aura based removal spell from one of your creatures, but those things just don’t seem to happen enough for this to be especially good.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 2: Temmet, Vizier of Naktamun
Temmet, Vizier of Naktamun
4.0 Naktamun is quite powerful alongside creature tokens, as unblockable + lifelink creates an incredibly difficult situation for your opponent, one where they can just never win the race. One great thing about Temmet too, is that once he’s Embalmed, he can target himself, so he doesn’t even necessarily need other tokens to really get going, though if you’re in UW, you’re likely to have a decent number of them anyway.
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.
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!
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 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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
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 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 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.
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 3: Marauding Boneslasher
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.
Riddleform
0.0 // 3.0 If you’re in a spell deck, Riddleform can do some pretty serious work. If you’re not, it is pretty terrible.
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.
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.
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.
Final Reward
3.0 This is expensive, but it also answers any creature – and because it exiles them, it can even shut down annoying cards with Embalm. This is premium removal.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Open Fire
4.0 This kills a ton of creatures in this format, and it can even go to the dome, so its definitely premium removal.
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.
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.
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!
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Pack 3 Pick 4: Sunscorched Desert
Khenra Charioteer
3.0 This kind is a little underwhelming as far as signpost uncommons go, but he is very efficient and grants your creatures a nice keyword, so its still a pretty nice card.
Sand Strangler
4.0 This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.
Farm
3.5 This is a pretty impressive card. Neither half of these are exactly efficiently costed, but the fact that this card does both of these things is great. Farm lets you kill any attacking or blocking creature, and while htat’s somewhat restrictive, it does deal with anything that decides to enter combat in one way or another, and there’s a whole lot of that in this format. The Farm part likely would be a solid playable all on its own, so the Market half giving you a double loot effect in the later part of the game is really nice, and will improve your card quality.
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.
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.
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.
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.
Firebrand Archer
2.5 This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.
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.
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.
Pack 3 Pick 5: Crypt of the Eternals
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
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.
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.
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.
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.
Pack 3 Pick 6: Bontu's Monument
Bontu's Monument
1.5 Reducing the cost of your black creature spells and draining your opponent for every creature spell you cast isn’t too bad, though sometimes it won’t really add up enough to feel like you’re getting a full card worth of value.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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.
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.
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.
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 3 Pick 7: Blighted Bat
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.
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Gilded Cerodon
1.5 While effects that make something unable to block play pretty well in this format, the Cerodon is a little too expensive to be in the same class as something like Ahn-Crop Crasher.
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.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Pack 3 Pick 8: Vile Manifestation
Vile Manifestation
2.0 This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.
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.
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.
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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Pack 3 Pick 9: Sunscorched Desert
Shefet Monitor
3.5 This card is really good. In the early game, you can cycle it away, and you get to draw two cards in the process! One will be a basic land of course, but that’s fine, it is still giving you a 2-for-1 off of a Cycle, which is pretty awesome – and good for your mana! Then, in the late game, Shefet Monitor towers over many board states, and can be a passable finisher.
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.
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.
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.
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.
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 10: Wasteland Scorpion
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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
Pack 3 Pick 11: Forsake the Worldly
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.
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.
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.
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 12: Blighted Bat
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.
Firebrand Archer
2.5 This performs surprisingly well as a spell payoff, and can really chip in a ton of additional damage, while also providing pretty good reach in the later part of the game.
Pack 3 Pick 13: By Force
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
Pack 3 Pick 14: Dune Beetle
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.