Dusk
3.0 In the right deck, Dusk can be fairly one-sided. Though, keep in mind, some opponents won’t have big enough creatures for Dusk to effect that much. Still, even if you just kill a single thing on your opponent’s board with the Dusk half, you’ll feel pretty good. Especially because you get the Dawn half in your graveyard to use later in the game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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 1 Pick 2: Labyrinth Guardian
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.
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.
Trial of Ambition
3.0 Playing this on turn two to kill your opponent’s only creature feels great, and all game long it will at least subtract from the opposing board some. Because it is so cheap, it also isn’t that difficult to play a cartouche and replay the Trial in the same turn, which will feel pretty great.
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.
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.
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.
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.
Magma Spray
3.5 One mana for 2 damage is pretty much always premium, and Magma Spray can even deal with pesky embalm creatures permanently.
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.
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.
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.
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.
Pack 1 Pick 3: Deem Worthy
Doomfall
2.5 This is either an overcasted edict effect or Coercion. While neither side is great on its own, there is some real value in putting both on the same card, since you can always choose the best option.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 4: Hieroglyphic Illumination
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
Pack 1 Pick 5: Desert of the Fervent
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 6: Shimmerscale Drake
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Striped Riverwinder
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.
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.
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.
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.
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.
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.
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!
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.
Pack 1 Pick 8: Crash Through
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.
Sixth Sense
1.0 This kind of Aura is always sort of hard to get behind. Because it gives no stats boost, the creature you put it on has to already be capable of getting in to draw you the card, and you’ll find yourself unable to create that situation pretty frequently.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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 9: Countervailing Winds
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.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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 1 Pick 10: Aven of Enduring Hope
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.
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.
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.
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.
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.
Pack 1 Pick 11: Firebrand Archer
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.
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.
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.
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 1 Pick 12: Pitiless Vizier
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
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.
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 13: Countervailing Winds
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.
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 1 Pick 14: Bloodlust Inciter
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.
Pack 2 Pick 1: Trial of Knowledge
Approach of the Second Sun
2.5 This format is fairly fast, and that means having Approach as a win condition in a control deck can be difficult. Still, if you end up in one of those control decks this is one of the best win conditions you can have, since your opponent is fairly helpless against it.
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!
Struggle
4.0 The Struggle half is where almost all the value for this card comes from. It is a premium removal spell that scales all game long. The Survive half rarely comes up, but hey, sometimes you need to not draw the last card in your library.
Trial of Knowledge
2.5 Paying four mana for an effect that doesn’t immediately impact the board isn’t great in this format, but this does give you a pretty nice effect.
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.
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.
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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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.
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.
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.
Pack 2 Pick 2: Magma Spray
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.
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.
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.
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.
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.
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.
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.
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
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.
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.
Magma Spray
3.5 One mana for 2 damage is pretty much always premium, and Magma Spray can even deal with pesky embalm creatures permanently.
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.
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.
Pack 2 Pick 3: Spellweaver Eternal
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Essence Scatter
Spring
3.0 This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
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.
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.
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.
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.
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.
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.
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.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Pack 2 Pick 5: Shimmerscale Drake
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.
Reduce
1.5 On one side, you have a mediocre counterspell. On the other, you have a card that can deprive your opponent of mana for a single turn. While some of these cards overcome being inefficient or situational by being split cards, that doesn’t really happen here. Both sides are quite situational and expensive, with Rubble especially being useless a huge chunk of the time.
Sixth Sense
1.0 This kind of Aura is always sort of hard to get behind. Because it gives no stats boost, the creature you put it on has to already be capable of getting in to draw you the card, and you’ll find yourself unable to create that situation pretty frequently.
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.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is 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.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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.
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 6: Aerial Guide
Leave
0.5 This is incredibly difficult to set up in Limited, and should mostly be avoided.
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.
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.
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.
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.
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.
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.
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!
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.
Pack 2 Pick 7: Marauding Boneslasher
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
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.
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 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.
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.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
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 2 Pick 8: Hieroglyphic Illumination
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
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.
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.
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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Pack 2 Pick 9: Horror of the Broken Lands
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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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 2 Pick 10: Hekma Sentinels
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.
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.
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
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.
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.
Pack 2 Pick 11: Striped Riverwinder
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.
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.
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.
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 12: Pathmaker Initiate
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Pack 2 Pick 13: Floodwaters
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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 2 Pick 14: Tormenting Voice
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.
Pack 3 Pick 1: Lay Claim
Refuse
1.0 Both sides of this are situational and overcosted, and not really worth your time in Limited.
Oketra's Monument
3.5 This is the only card in this cycle that is actively good in Limited. The cost reduction is nice, but the power here really comes from the ability to make 1/1 tokens. One kind of funny thing about this card is that you can actually play it pretty effectively in any deck that has lots of creature spells, and not just White ones, since adding a 1/1 to every creature spell you play is great! Obviously, it is better in White, since it will allow you to more efficiently cast spells, but yeah, it slots into most decks in the format as a pretty powerful card.
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.
Steward of Solidarity
3.5 In the early game, this can just attack as a two mana 2/2, and in the late game in can give you a 1/1 token every other turn, which is a very relevant ability.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 2: Essence Scatter
Thoughtseize
2.5 Trading 1-for-1 with discard spells isn’t always great in Limited, but Thoughtseize is cheap and capable of taking any nonland permanent, and that makes it far better than most cards like it that we see. It will do a thing almost all game long, and really disrupt your opponent when it does.
Ahn-Crop Crasher
4.0 This guy is a beating, and will lead to a whole lot of games ending quickly. A 3-mana 3/2 with Haste is already fine, but his Exert trigger is where things really get silly. Making your opponent’s best blocker unable to block out of nowhere can just completely alter a game a huge chunk of the time, and if you ever get to attack with the Crasher again, its probably game over for your opponent.
Trial of Ambition
3.0 Playing this on turn two to kill your opponent’s only creature feels great, and all game long it will at least subtract from the opposing board some. Because it is so cheap, it also isn’t that difficult to play a cartouche and replay the Trial in the same turn, which will feel pretty great.
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.
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.
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.
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
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 3: Ominous Sphinx
Hollow One
2.5 So, at worst this is a 5-mana 4/4 with Cycling 2, and that’s a solid card! Sometimes you’ll also get to reduce its cost, and that’s pretty nice.
Spring
3.0 This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
Ominous Sphinx
3.5 This has nice stats and a pretty decent Cycling payoff effect that can really wreak havoc on your opponent, especially during combat.
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.
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.
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.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
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.
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.
Pack 3 Pick 4: Enigma Drake
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.
Enigma Drake
3.0 This is a nice payoff for the UR spells deck, as it can become quite the threat in the air.
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.
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.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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.
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 3 Pick 5: Desert of the Mindful
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.
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.
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
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.
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.
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.
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.
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.
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.
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 3 Pick 6: Final Reward
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.
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.
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.
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.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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.
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.
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 7: Winds of Rebuke
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.
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.
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.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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.
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 3 Pick 8: Winds of Rebuke
Rags
3.0 Rags kills a surprising number of creatures in this format, and that makes it a pretty attractive card. However, Riches isn’t that great. Mind Control is sweet and everything, but because your opponent chooses the creature, you often won’t be getting much. Still, it is some nice upside to have on a card that can really wipe boards in this format.
Chandra's Defeat
0.5 Like the rest of this cycle, this is great out of your sideboard, but terrible too often to put anywhere else.
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.
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.
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.
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.
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 3 Pick 9: Refuse
Refuse
1.0 Both sides of this are situational and overcosted, and not really worth your time in Limited.
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.
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.
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.
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.
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 3 Pick 10: Thoughtseize
Thoughtseize
2.5 Trading 1-for-1 with discard spells isn’t always great in Limited, but Thoughtseize is cheap and capable of taking any nonland permanent, and that makes it far better than most cards like it that we see. It will do a thing almost all game long, and really disrupt your opponent when it does.
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.
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.
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: Tormenting Voice
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.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
Pack 3 Pick 12: Tormenting Voice
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.
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.
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 13: 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.
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
Pack 3 Pick 14: Impeccable Timing
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.