Throne of the God-Pharaoh
1.0 Even in a format this aggressive, this Throne is a little too finnicky to be worth it in most decks, as it will do absolutely nothing in many situations.
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.
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!
Ifnir Deadlands
4.0 This is probably the best of this cycle in Limited since it can function as a removal spell, and a repeatable one if you have enough deserts!
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.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Unquenchable Thirst
3.0 It isn’t that difficult to get enough deserts for this to do the more powerful thing. Not tapping the creature when you don’t have a desert definitely isn’t great, but that is a pretty reasonable floor on a card that can shut down most creatures in the format for only two mana.
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.
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.
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.
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.
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.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Pack 1 Pick 2: Compulsory Rest
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!
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.
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.
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.
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.
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.
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.
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.
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.
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!
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!
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 Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 1 Pick 3: Oketra's Avenger
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.
Merciless Javelineer
3.0 This card is a little bit disappointing. It seems like it would be able to make your aggro deck do all kinds of awesome stuff, and sometimes it does – but both the mana and the card are very real costs, and you’ll find yourself in situations where you just don’t want to be doing that.
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.
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!
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!
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.
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.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Pack 1 Pick 4: Oketra's Attendant
Oketra's Attendant
3.5 A 5-mana 3/3 Flyer isn’t great, but this one has both Cycling and Embalm, and that makes it way better. Embalm tends to be pretty nice because it effectively gives you two cards worth of value over the course of the game, and the fact you can cycle this away early to find a land drop, and then still Embalm it late is pretty nice.
Merciless Javelineer
3.0 This card is a little bit disappointing. It seems like it would be able to make your aggro deck do all kinds of awesome stuff, and sometimes it does – but both the mana and the card are very real costs, and you’ll find yourself in situations where you just don’t want to be doing that.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
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.
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.
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.
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 1 Pick 5: Hooded Brawler
Irrigated Farmland
3.0 These all add two colors mana, which is great fixing, and if you get them at a point in the game where you no longer need lands, you can just Cycle them away. Don’t underestimate how good that is. Just imagine every time you’ve flooded out in a game of Magic, now imagine you can just throw away some of those lands for new cards, and you’ll know what I mean.
Supreme Will
2.5 Neither mode here is an especially good card in Limited, but having the option between them really means you can utilize whichever one is optimal. Countering a spell when you can is great, but if that option doesn’t present itself, you’ll usually go for the card draw.
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.
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.
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.
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.
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.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
Pack 1 Pick 6: Bitterbow Sharpshooters
Sunset Pyramid
1.0 This can slowly draw you some cards, and then start Scrying, but cards that don’t impact the board in any way ever are a pretty big liability in this format.
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.
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.
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.
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.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
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.
Pack 1 Pick 7: Ahn-Crop Champion
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.
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.
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.
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.
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.
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.
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 1 Pick 8: Quarry Hauler
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
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.
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.
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.
Pack 1 Pick 9: Evolving Wilds
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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.
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.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Pack 1 Pick 10: Oketra's Avenger
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.
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.
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.
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!
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 1 Pick 11: Puncturing Blow
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!
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Pack 1 Pick 12: Bloodlust Inciter
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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 1 Pick 13: Thorned Moloch
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.
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.
Pack 1 Pick 14: Forsake the Worldly
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 2 Pick 1: Majestic Myriarch
Majestic Myriarch
4.0 So, if you have at least two more creatures in play, this is a 5-mana 6/6, and it might even be gaining some keywords, which is pretty sweet. And sometimes you’ll have way more creatures than that! The bad news is, sometimes you just don’t have those creatures, and the Myriarch is a pretty big dud if it isn’t at least a 6/6.
Censor
2.5 Counterspells that only ask the opponent to pay 1 to ignore them usually aren’t very good except for in the very early game. The nice thing here, is that once you get to the late game and Censor doesn’t look so good, you can just Cycle it away and get another card.
Oketra's Attendant
3.5 A 5-mana 3/3 Flyer isn’t great, but this one has both Cycling and Embalm, and that makes it way better. Embalm tends to be pretty nice because it effectively gives you two cards worth of value over the course of the game, and the fact you can cycle this away early to find a land drop, and then still Embalm it late is pretty nice.
Claim
1.5 Reanimating a small creature for only Black mana is kind of okay, though it is pretty darn restrictive on the mana cost. If you cast both halves in the same turn, you can reanimate a thing, and then also give it +2/+0 and Haste, which is kind of alright, but the reanimation being as restrictive as it is really limits how good this card can be.
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
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.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
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.
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.
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.
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.
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.
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.
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 2 Pick 2: Oasis Ritualist
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Shed Weakness
1.5 This is an alright trick. One mana for +2/+2 is fairly passable, and sometimes you’ll also get rid of a -1/-1 counter, which will make it feel like Giant Growth!
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
Pack 2 Pick 3: Evolving Wilds
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.
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.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
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.
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.
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.
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.
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.
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.
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.
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.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Pack 2 Pick 4: Tah-Crop Elite
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.
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
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.
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.
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.
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.
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.
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.
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 Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 2 Pick 5: Cartouche of Solidarity
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
Edifice of Authority
4.0 This is great, and one of the better non-rare first picks in the format since it is colorless and powerful. At first, it can only stop a creature from attacking, but it does for only one mana, so that’s not too bad! Eventually, it gets enough brick counters to reach the point where you can just completely shut down a creature until your next turn, and that’s pretty awesome. You can use it offensively or defensively, and it is basically removal that can move from creature to creature as needed, and that’s awesome.
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.
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.
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
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.
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.
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.
Pack 2 Pick 6: Cartouche of Strength
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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.
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.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Pack 2 Pick 7: Cartouche of Strength
Nest of Scarabs
0.0 // 3.0 Obviously, this is a build around, and one that will mostly only work in the BG deck, which is all about -1/-1 counters. If you have few or no ways to make counters, Nest of Scarabs is terrible. However, if you get there on a critical mass of -1/-1 counter cards, and it is doable in this format, Nest of Scarabs gets pretty crazy, since it will start spitting out a significant number of tokens.
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.
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.
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.
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.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Pack 2 Pick 8: Rhonas's Stalwart
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Brute Strength
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
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.
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.
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.
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.
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 2 Pick 10: Compulsory Rest
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.
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.
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.
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.
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!
Pack 2 Pick 11: Aven Initiate
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
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.
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.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Pack 2 Pick 12: Desert of the Fervent
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Feral Prowler
2.0 It is unfortunately pretty hard to trade Feral Prowler for anything, since basically all the best small creatures in the format can evade it or get to big when they are exerted. That doesn’t make it terrible, but it is definitely worse here than in most sets.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 2 Pick 13: Oashra Cultivator
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.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Pack 2 Pick 14: Those Who Serve
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Pack 3 Pick 1: Cartouche of Solidarity
The Locust God
5.0 This is, unsurprisingly, a bomb. It’s a 6-mana 4/4 flyer that gives you a 1/1 flyer every time you draw a card – in other words, at least 1/1 flyer every turn! It also has an activated ability that lets you draw cards, so if you have nothing else to do, you can just churn out even more of them! Then, of course, it has the God clause, where you get to return it to your hand even if it dies, making it near unstoppable.
Battlefield Scavenger
2.5 On its own, this is a two mana 2/2 that can Exert itself to Rummage. If you have more Exert creatures, it will rummage even more! It isn’t exactly the biggest payoff for exerting, but its fine.
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.
Ramunap Ruins
3.0 The Ruins make it so you have some serious reach in the late game, especially if you have multiple deserts.
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.
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.
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.
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.
Floodwaters
1.5 This kind of card is always kind of unimpressive. Sure, it can really enable a great attack, but until the extreme late game it won’t really do anything, and even then bouncing two creatures just won’t matter often enough. However, because this has Cycling, you can utilize this card when it is at its best, and just Cycle it away when it isn’t.
Cartouche of Solidarity
3.0 The whole Cartouche cycle is quite nice. +1/+1 and First Strike is already the kind of boost that makes a creature significantly more formidable, and this also makes sure to give you a spare 1/1 body, which helps the threat of a 2-for-1 not loom quite as large.
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.
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.
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.
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.
Pack 3 Pick 2: Greater Sandwurm
Cut
4.0 The Cut half of this card is premium removal, and the fact that you can, in the later game, cast Ribbons from the graveyard is awesome, as it will often help you finish off your opponent. This is another one of these where the part you cast from your hand is already really good, so the additional upside is amazing.
Rhonas's Monument
2.5 This is pretty decent, especially compared to the non-Oketra monuments. +2/+2 and trample is a pretty real boost, and often enough to make a creature able to attack that just couldn’t before.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
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.
Pack 3 Pick 3: Initiate's Companion
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.
Onward
1.0 It is temping to look at this thing as a card that will just end the game on the spot, but the sad thing is – it really won’t very often. Just pumping power a bunch isn’t that impressive – your creature already has to get through for damage or be able to win combat for it do anything, and then the Victory half is only a Sorcery, and that means you can’t also use it in the same turn unless you do everything pre-combat, and that’s pretty ugly.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
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.
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.
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.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
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.
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.
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.
Pack 3 Pick 4: Oketra's Avenger
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.
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
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.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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.
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.
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.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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.
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 5: Prepare
Prepare
4.0 Prepare is a pretty nice combat trick – Lifelink and +2/+2 for two, and an untap, is pretty nice overall. It is enough to win combat, and lifelink can really alter the race. Meanwhile, Fight is…well, it’s a fight effect, and that’s a nice thing to have in your graveyard. If you ever cast both together, you’ll kill a thing and gain a bunch of life, which is pretty great.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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.
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.
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 3 Pick 6: Sacred Cat
Shadowstorm Vizier
3.0 This can do some decent damage in the air when combined with discard and cycling effects, and there are certainly enough of those in this format for the Vizier to be pretty good – though it may be the most underwhelming of this cycle of signpost uncommons.
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.
Cryptic Serpent
3.0 Lowering the cost of this to around 5 isn’t too difficult, and sometimes you’ll be able to go even lower. Still, it isn’t like you’ll be slamming this on turn three or four or anything like 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.
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.
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.
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.
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.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Pack 3 Pick 7: Dauntless Aven
Wasp of the Bitter End
3.0 So, the “Bolas” part here will basically never matter, but that’s okay, because a two mana 2/1 Flyer is a pretty serious stat-line in Limited, and can really do a ton of damage in the air before your opponent can get their shields up.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
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.
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.
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.
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.
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.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Pack 3 Pick 8: Aven of Enduring Hope
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.
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.
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
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 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.
Pack 3 Pick 9: Aven of Enduring Hope
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.
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.
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.
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.
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.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Pack 3 Pick 10: Farm
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.
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.
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.
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.
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.
Pack 3 Pick 11: Tah-Crop Elite
Onward
1.0 It is temping to look at this thing as a card that will just end the game on the spot, but the sad thing is – it really won’t very often. Just pumping power a bunch isn’t that impressive – your creature already has to get through for damage or be able to win combat for it do anything, and then the Victory half is only a Sorcery, and that means you can’t also use it in the same turn unless you do everything pre-combat, and that’s pretty ugly.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
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.
Pack 3 Pick 12: Quarry Hauler
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.
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.
Pack 3 Pick 13: Oashra Cultivator
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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 3 Pick 14: Beneath the Sands
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.