Neheb, the Worthy
3.0 This set has a decent number of Minotaurs, so granting First Strike to other cards isn’t exactly far-fetched. But, even if your deck has 0 other minotaurs, Neheb is a 3-mana 2/2 with First Strike that becomes a 4/2 when you have few enough cards and it makes the opponent discard every time it hits them, and that’s pretty sweet.
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.
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.
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.
Blur of Blades
1.5 Sometimes this will get a blocker out of the way and damage your opponent, and suddenly their dead to an Alpha strike. That makes it a reasonable inclusion in aggressive decks, especially because it will always have a pretty decent effect in those decks.
Desert of the Fervent
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
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.
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.
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.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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.
Slither Blade
1.5 This is a great place to put Cartouches and stuff like that since its unblockable, but it is pretty unimpressive in most other decks.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Pack 1 Pick 2: Never
Never
4.0 Obviously, the “Never” side here is premium removal, and a card that always makes the cut. This has a huge added bonus too, in that you can pay 4 mana to make a 2/2 Zombie from your graveyard later in the game, and the fact you also get to exile a card from a graveyard actually matter sometimes too.
Hope Tender
3.0 If you’re not exerting this, it doesn’t do a whole lot other than be a 2-mana 2/2. Simply untapping a single land just isn’t that big of a deal, you’re essentially just filtering mana. Still, it can ramp for you when it exerts and it has fine base line stats.
Magmaroth
2.5 Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.
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.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
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.
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.
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.
Lethal Sting
2.5 This is a cheap way to kill any creature, and the downside can turn into upside in some situations. Still, the set up is real, and that makes it hard for it to be premium.
Pack 1 Pick 3: Magma Spray
Eternal of Harsh Truths
2.0 The idea here is that your opponent would rather leave this unblocked than take two damage, but it just doesn’t pan out that way very often. A 1/3 is quickly outclassed, and you just won’t find this drawing you cards all that often.
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.
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.
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.
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.
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.
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.
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.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
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.
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.
Pack 1 Pick 4: Unesh, Criosphinx Sovereign
Unesh, Criosphinx Sovereign
4.5 All on its own, Unesh is a 6-mana 4/4 Flyer that basically casts Fact or Fiction when it comes down. It will always end up netting you at least one card, and often times it will give you two. The large flying body + the 2-for-1 or better potential is enough for Unesh to be a bomb, even without any other Sphinxes!
Vizier of the Anointed
3.0 As long as you have at least a couple of Embalm/Eternalize creatures, Vizier of the Anointed is going ot be pretty darn good. He searches one of them up – ideally one you can use from the graveyard on your next turn, at which point you not only get value out of a card in your graveyard, you also get to draw an additional card! It isn’t that easy to turn the Vizier into a straight up engine – doing the card draw more than once doesn’t happen very often – but its pretty good even when that’s the case.
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.
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.
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
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.
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 1 Pick 5: Sand Strangler
Failure
1.5 The Failure half of the card is where most of this card’s value comes from, as two mana to effectively counter a spell isn’t too bad. The Comply half is less impressive, though the idea here is to cast both and name the spell you bounced, but even doing that isn’t always very good, since your opponent can just play their other stuff and be perfectly happy until they have the ability to cast the other thing.
Sand Strangler
4.0 This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.
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.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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.
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.
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.
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.
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.
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 1 Pick 6: Dread Wanderer
Dread Wanderer
2.5 In the early game, this one mana 2/1 can do some decent damage, and then in the later part of the game, he can just keep coming back from the graveyard. One nice thing here is that he can actually block, unlike some other similar cards, so in the late game he’ll still have some serious utility, even if he does enter the battlefield tapped. Still, in the middle part of the game, where a 2/1 body isn’t very good and it won’t be able to come back from your graveyard, it isn’t going to feel great.
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.
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.
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.
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.
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.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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.
Pack 1 Pick 7: Open Fire
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!
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.
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.
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.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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.
Pack 1 Pick 8: Zealot of the God-Pharaoh
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
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.
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.
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.
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.
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.
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 1 Pick 9: Desert of the Fervent
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.
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.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
Slither Blade
1.5 This is a great place to put Cartouches and stuff like that since its unblockable, but it is pretty unimpressive in most other decks.
Spellweaver Eternal
3.0 Afflict and Prowess on a two mana 2/1 is a pretty good deal. The Eternal will make sure it does damage to the opponent one way or another in most scenarios, and because of Prowess your opponent has to be pretty careful about how they block. This is yet another impressive two drop in a format that is loaded up with them!
Pack 1 Pick 10: Magmaroth
Magmaroth
2.5 Keeping this a 4-mana 5/5 or 4/4, even in a spell deck, isn’t always the easiest thing to do. And, even when you can, the card isn’t exactly a worldbeater.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
Forsake the Worldly
1.5 Because of Cycling you can main deck this and have it be kind of okay. In an ideal world, you probably still start in your sideboard.
Pack 1 Pick 11: Burning-Fist Minotaur
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.
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.
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.
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.
Pack 1 Pick 12: Desert Cerodon
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.
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.
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 1 Pick 13: Desert of the Fervent
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.
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 1 Pick 14: Unburden
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.
Pack 2 Pick 1: Scattered Groves
Scattered Groves
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.
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.
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.
Spring
3.0 This can ramp and fix early, and draw you some much-needed gas late, and that’s something I really like.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 2: Trial of Ambition
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.
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.
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.
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.
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.
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.
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.
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.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
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.
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.
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.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Pack 2 Pick 3: Edifice of Authority
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.
Eternal of Harsh Truths
2.0 The idea here is that your opponent would rather leave this unblocked than take two damage, but it just doesn’t pan out that way very often. A 1/3 is quickly outclassed, and you just won’t find this drawing you cards all that often.
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.
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.
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.
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.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
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.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
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.
Pack 2 Pick 4: Final Reward
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Eternal of Harsh Truths
2.0 The idea here is that your opponent would rather leave this unblocked than take two damage, but it just doesn’t pan out that way very often. A 1/3 is quickly outclassed, and you just won’t find this drawing you cards all that often.
By Force
0.5 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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.
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.
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!
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.
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 2 Pick 5: Claim
Shatterstorm
0.5 This is an artifact hate card in a format with very few artifacts.
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.
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.
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.
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.
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.
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!
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
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.
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 2 Pick 6: Ahn-Crop Crasher
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.
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.
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.
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.
Puncturing Blow
3.5 This is definitely a clunky sorcery, but it also kills almost everything in the format, and the “Exile” clause actually matters in this format. This gets into the lower range of “premium” removal for me.
Desert of the Glorified
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
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 7: Nimble-Blade Khenra
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.
Renewed Faith
2.0 You will almost always end up cycling this. Two mana for 2 life and a card is pretty decent. Three mana for six life and no card isn’t, but you do have the option to do that, and sometimes you’ll want to – like if you’ll die without doing it.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
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.
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.
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.
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.
Essence Scatter
2.5 Creature spells are the most common type of spell in Magic, so Essence Scatter always tends to be a pretty solid playable in Limited. Its easy to cast and has lots of targets.
Pack 2 Pick 8: Claim
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.
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.
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!
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.
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 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.
Pack 2 Pick 9: Desert Cerodon
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.
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.
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.
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.
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.
Pack 2 Pick 10: Desert Cerodon
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.
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.
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.
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.
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.
Pack 2 Pick 11: Tormenting Voice
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.
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.
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.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
Pack 2 Pick 12: Cartouche of Zeal
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
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 2 Pick 13: Thorned Moloch
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.
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.
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.
Hope Tender
3.0 If you’re not exerting this, it doesn’t do a whole lot other than be a 2-mana 2/2. Simply untapping a single land just isn’t that big of a deal, you’re essentially just filtering mana. Still, it can ramp for you when it exerts and it has fine base line stats.
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!
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.
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 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.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Wall of Forgotten Pharaohs
2.0 As a 0/4, this can actually block many of the exerters in the format, and its Desert payoff ability isn’t the worst way to slowly win a game, either. Don’t get me wrong, it isn’t great, but if you’re in a slower deck, this often ends up being a pretty solid card for you.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
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.
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.
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.
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 3 Pick 2: Sand Strangler
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.
Synchronized Strike
2.5 Tricks with 2-for-1 potential are always nice, and that’s certainly what you have here. When you have this in your hand, you’ll be surprised how often you can just attack with everything and then use the Strike to blow up blockers and save your creatures. Because the creatures untap, it can also be used defensively, though that’s generally the sub-optimal use of the card.
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.
Sand Strangler
4.0 This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.
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.
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!
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.
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.
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.
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.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
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.
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: Festering Mummy
Champion of Wits
3.5 This gives you some pretty nice card selection when it is cast normally, and when you Eternalize it in the late game it also gives you card advantage, which is pretty incredible. Even if you never get to Eternalize this, it is going to be a nice card in your deck, and when you do Eternalize it in the late game, it will often do enough to win you the game.
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.
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.
Crocodile of the Crossing
3.0 On its own, this is basically a 4-mana 4/3 with Haste, something quite reasonable! And of course, like all of these -1/-1 counter cards, you can put the counter on a different creature to make the Crocodile even larger.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Jace, Unraveler of Secrets
Jace, Unraveler of Secrets
4.5 This Jace starts with high loyalty and nice abilities. If you’re ahead, you’ll use that +1 to gain incredible card advantage, and you even get to Scry first! If you’re behind, you’ll use the -2 to bounce a thing. And yeah, sometimes if you’re behind he just bounces a couple of things and dies, but that’s a pretty good deal for the mana cost, especially because it has such huge upside in other situations.
Kefnet's Monument
1.5 This isn’t that good. The cost reduction can help sometimes, but the “whenever you cast a creature” part of the card is super underwhelming, in large part because it doesn’t actually tap the creature. It has to already be tapped or the effect does nothing!
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.
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.
Binding Mummy
3.0 This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.
Winds of Rebuke
2.5 Two mana to bounce a nonland permanent is always an okay card in Limited. It doesn’t let you trade 1-for-1 all the time, but the tempo is sometimes worth it. On occasion, you may also mill something useful into your graveyard.
Desert of the 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.
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.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Pack 3 Pick 5: Desert of the Glorified
Crocodile of the Crossing
3.0 On its own, this is basically a 4-mana 4/3 with Haste, something quite reasonable! And of course, like all of these -1/-1 counter cards, you can put the counter on a different creature to make the Crocodile even larger.
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.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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.
Strategic Planning
1.0 You just won’t want to do this most of the time. It has a very minimal effect that doesn’t impact on the board, and it is very replaceable.
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.
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.
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!
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Pack 3 Pick 6: Canyon Slough
Canyon Slough
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.
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.
Riddleform
0.0 // 3.0 If you’re in a spell deck, Riddleform can do some pretty serious work. If you’re not, it is pretty terrible.
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.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
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.
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.
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 7: Sand Strangler
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.
Enigma Drake
3.0 This is a nice payoff for the UR spells deck, as it can become quite the threat in the air.
Sand Strangler
4.0 This feels like Flame-Tongue Kavu most of the time in this format. It adds to your board while subtracting from your opponent’s, and that is always a big deal. Getting 2-3 deserts really isn’t that much of a challenge here, though if you have Sand Strangler and some other awesome Desert payoffs, you should probably try to get even more than that.
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.
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.
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!
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 8: Burning-Fist Minotaur
Refuse
1.0 Both sides of this are situational and overcosted, and not really worth your time in Limited.
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.
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.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
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.
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.
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.
Pack 3 Pick 9: Fervent Paincaster
Hope Tender
3.0 If you’re not exerting this, it doesn’t do a whole lot other than be a 2-mana 2/2. Simply untapping a single land just isn’t that big of a deal, you’re essentially just filtering mana. Still, it can ramp for you when it exerts and it has fine base line stats.
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!
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.
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.
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.
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 3 Pick 10: Miasmic Mummy
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.
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!
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.
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.
Blur of Blades
1.5 Sometimes this will get a blocker out of the way and damage your opponent, and suddenly their dead to an Alpha strike. That makes it a reasonable inclusion in aggressive decks, especially because it will always have a pretty decent effect in those decks.
Pack 3 Pick 11: Nimble-Blade Khenra
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.
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.
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.
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.
Pack 3 Pick 12: Open Fire
Kefnet's Monument
1.5 This isn’t that good. The cost reduction can help sometimes, but the “whenever you cast a creature” part of the card is super underwhelming, in large part because it doesn’t actually tap the creature. It has to already be tapped or the effect does nothing!
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.
Pack 3 Pick 13: Magma Spray
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.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Pack 3 Pick 14: Haze of Pollen
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.