Trostani Discordant
5.0 On its own, the Discordant gives you 5/8 worth of stats, across three bodies, and 4/4 of that has lifelink! And…that’s on its own. If you have more of a board than that, they usually represent even more damage, and the anthem effect can allow you to attack pretty well with whatever you already had in play.
Dimir Spybug
3.5 This is a great Surveil payoff that can grow quite rapidly. Flying and Menace are a nice combination, and it means the Spybug is incredibly difficult to block.
Integrity
3.5 One side is a decent combat trick, and the other is Lightning Helix for twice the mana. The options here are pretty nice, with the Intervention half usually the more powerful one – but if the opportunity arises for you to use the trick effectively, don’t hesitate!
Conclave Cavalier
4.0 This whole cycle is very strong, and Conclave Cavalier is no exception! I mean, when all is said and done you pay 4 mana for 8/8 worth of stats across three bodies! This can very realistically generate a 3-for-1. The one downside is the mana cost, but the mana in this format is good enough that it isn’t that hard ot manage.
Artful Takedown
3.0 The -2/-4 part of the card is almost always a removal spell, so the additional upside of also tapping something can be pretty nice. Basically, this can give you some great tempo – getting two blockers out of the way – or you can just use it as a decent removal spell.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
Blade Instructor
2.0 This can pretty frequently attack and put a counter on something, and because of its 3 power your opponent often can’t do anything but trade with it. Which…if they have a 1/1 token doesn’t feel great, but you still get a counter out of the deal.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 2: Sworn Companions
Ritual of Soot
2.5 This can really devastate the more aggressive decks in the format, and if you’re a controlling deck, getting one copy of this tends to feel pretty nice.
Swathcutter Giant
2.0 This card just isn’t really what Boros decks are doing in this format. It is reasonably efficient and can kill some small creatures, but Boros decks aren’t typically running six drops.
Gird for Battle
2.0 This can really help power aggressive decks in the format, suddenly enabling two attacks you didn’t have before, and helping your creatures Mentor others.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 3: Worldsoul Colossus
Smelt-Ward Minotaur
2.5 This is pretty nice in either of the Red aggressive decks (Izzet and Boros), as turning off a blocker is a big deal! Izzet will have more spells to enable it than Boros, but it has decent stats and solid upside, so its definitely nice in both.
Worldsoul Colossus
2.0 This can be pretty big…but it is still just a big vanilla creature, and the massive investment doesn’t always feel worth it.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Vedalken Mesmerist
1.5 It isn’t a complete disaster if you play this as your two drop, but it isn’t something you should be happy about either. Its attack trigger rarely does enough.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
Parhelion Patrol
2.5 Flying and Mentor go pretty well together, since it becomes easier for it to attack and survive. It can of course only Mentor 1 power creatures – at least at first – but that’s fine, and you can often end up training it too, in which case it can become a real monster.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 4: Ledev Champion
Swarm Guildmage
3.5 Giving Menace to your whole board can often close out a game, and in the early portion of the game it is just an efficient creature who might gain you a bit of life.
Ledev Champion
3.0 Tapping down a bunch of your stuff seems like it would be pretty bad – and, it is a downside, but it also means that this creature can often attack when your others can’t anyway. It is sort of like all of your creatures having exalted. That, coupled with the ability to make tokens, makes this a pretty nice card.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 5: Inspiring Unicorn
Join Shields
0.5 This is way too expensive to be very useful. It can be a more complicated fog effect, or save a creature from removal, but that’s just not what you want for 5 mana. Siding it in against someone with sweepers is worth doing, though.
Inspiring Unicorn
2.5 This doesn’t have the most impressive stats, and that often means it ends up eating a cheap removal spell before you ever attack with it, but if you’re allowed to untap with it, it helps make most boards pretty formidable.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Dead Weight
3.5 This kills a whole lot of stuff in this format for only one mana – including significantly more expensive creatures, and that makes it pretty great.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 6: Sumala Woodshaper
Disinformation Campaign
3.5 This is a great Surveil payoff that can grow quite rapidly. Flying and Menace are a nice combination, and it means the Spybug is incredibly difficult to block.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 7: Hunted Witness
Firemind's Research
1.5 Even with all the spells in this format, it is pretty tricky to make this work. It is just too hungry for change counters.
Circuitous Route
2.5 If you need to ramp and you have an interest in gates, this is a pretty decent inclusion, but be careful using a card that doesn’t add to the board at all!
Golgari Raiders
1.5 This card’s a big disappointment, as it is surprisingly hard getting it to be large enough to be worth the mana you spend on it. It basically only gets there in the extreme late game, at which point it isn’t nearly as impressive.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Pack 1 Pick 8: Might of the Masses
Might of the Masses
2.0 This can give a pretty real boost for the cost, but the fact it is so reliant on the rest of your board is a problem.
Truefire Captain
3.5 This is a nice mentor creature, and doing damage to players any time it gets damaged is sweet too, because it means just trading for this in combat will also hurt your opponent – as will burn spells they point at it.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 9: Selesnya Locket
Integrity
3.5 One side is a decent combat trick, and the other is Lightning Helix for twice the mana. The options here are pretty nice, with the Intervention half usually the more powerful one – but if the opportunity arises for you to use the trick effectively, don’t hesitate!
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Blade Instructor
2.0 This can pretty frequently attack and put a counter on something, and because of its 3 power your opponent often can’t do anything but trade with it. Which…if they have a 1/1 token doesn’t feel great, but you still get a counter out of the deal.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 10: Selesnya Guildgate
Gird for Battle
2.0 This can really help power aggressive decks in the format, suddenly enabling two attacks you didn’t have before, and helping your creatures Mentor others.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 11: Ironshell Beetle
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Vedalken Mesmerist
1.5 It isn’t a complete disaster if you play this as your two drop, but it isn’t something you should be happy about either. Its attack trigger rarely does enough.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Pack 1 Pick 12: Selesnya Locket
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 13: Pitiless Gorgon
Join Shields
0.5 This is way too expensive to be very useful. It can be a more complicated fog effect, or save a creature from removal, but that’s just not what you want for 5 mana. Siding it in against someone with sweepers is worth doing, though.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Pack 1 Pick 14: Pack's Favor
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Pack 1 Pick 15: Wild Ceratok
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Pack 2 Pick 1: Luminous Bonds
Swiftblade Vindicator
3.5 Two mana for a 1/1 with all of this action is pretty sweet, and that’s without taking into account how great it is to Mentor!
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Price of Fame
4.0 This is excellent removal. You won’t have many legendary creatures to target, but that’s fine, because 4 mana to kill any creature at Instant speed and Surveil 2 is absolutely premium.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 2: Conclave Tribunal
Experimental Frenzy
5.0 If you have a lot of spells, this thing can be a pretty big problem for your opponent. If you attack with it, they really can be put in a bind, wondering what exactly you have in your hand and how big the Cyclops will get. Because it has 8 toughness, it isn’t exactly easy to take down in combat, and it has trample, making the whole decision pretty miserable for your opponent.
Conclave Tribunal
4.0 This answer pretty much anything and it does it very efficiently. Your opponent can get their permanent back of course, but most of the time they don’t, and even if they eventually do you usually come out ahead.
Electrostatic Field
3.0 This is nice in the more controlling Izzet decks, where you can play this defensive creature and chip away at your opponent.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Devious Cover-Up
1.0 // 2.5 This is a pretty bad counterspell in most decks in the format. Four mana to counter something tends to be way too clunky, and shuffling cards into your deck isn’t that big of a deal. However, the UW decks in this format can sometimes end up in very real controlling builds where Devious Cover-Up is actually a quality card, especially if you have two of them to loop. You can just lock down the board and outvalue your opponent until their dead! So, this gets a build around grade. In the right deck, it is pretty legit – but don’t try to play it in any old Blue deck.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 3: Rampaging Monument
Nightveil Sprite
3.0 Decent evasive stats go pretty well with a Surveil attack trigger, and this can get particularly silly alongside any of the cards that give you some sort of value every time you Surveil, as it is a very repeatable way to get those going.
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 4: Arboretum Elemental
District Guide
3.5 Being able to get a Gate with this is big, because you can play gates that are really great at fixing your mana – it is just way better than grabbing a basic most of the time, though even if this could only grab basics it would still be a nice card.
Haazda Marshal
2.5 This does some pretty nice work if you play it early, especially if you do it alongside creatures who can Mentor it, so that it can attack more effectively. If it attacks and trades while giving you a 1/1 token, you’re doing a pretty good job!
Arboretum Elemental
2.0 This is big and it has hexproof, but the cost is very real even with Convoke, and it isn’t like 5 toughness is impossible to take down in combat.
Rhizome Lurcher
2.0 This is another pretty disappointing Common Undergrowth card. It isn’t bad, but the upside here usually isn’t all that great by turn 4 – getting a 3/3 or a 4/4 is what you can expect.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 5: Pack's Favor
League Guildmage
3.5 Drawing cards with this is where most of the value comes from, but sometimes you have a bunch of extra mana, and copying one of your spells – especially removal or card draw – is a good way to get an advantage.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 6: Loxodon Restorer
Truefire Captain
3.5 This is a nice mentor creature, and doing damage to players any time it gets damaged is sweet too, because it means just trading for this in combat will also hurt your opponent – as will burn spells they point at it.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 7: Rosemane Centaur
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
Capture Sphere
3.0 This is pretty nice, as far as Blue removal spells go. Locking down a creature for 4, and being able to do it at Instant speed is fine. Of course, not turning off activated abilities and stuff like that is a bummer, but this does a decent job.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 8: Conclave Guildmage
Join Shields
0.5 This is way too expensive to be very useful. It can be a more complicated fog effect, or save a creature from removal, but that’s just not what you want for 5 mana. Siding it in against someone with sweepers is worth doing, though.
Conclave Guildmage
3.0 The trample ability needs some significant support to matter, but at least its cheap! Plus, the creature token ability is a nice place to sink your mana in the late game.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 10: Vigorspore Wurm
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Pack 2 Pick 11: Pack's Favor
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Pack 2 Pick 12: Loxodon Restorer
Rhizome Lurcher
2.0 This is another pretty disappointing Common Undergrowth card. It isn’t bad, but the upside here usually isn’t all that great by turn 4 – getting a 3/3 or a 4/4 is what you can expect.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Pack 2 Pick 13: Sonic Assault
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 14: Tenth District Guard
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Pack 2 Pick 15: Undercity Uprising
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Pack 3 Pick 1: Vraska, Golgari Queen
Vraska, Golgari Queen
4.5 Vraska’s -3 can kill a lot of stuff in this format, and her +2 also gives you some pretty awesome value. While she doesn’t exactly protect herself, the fact you can give up lands or other permanents to find a creature who can protect her certainly matters. Getting to her ultimate isn’t always easy, but it is one that can do a good job of winning you the game.
Crackling Drake
4.0 Another great card in this cycle. Izzet is of course all about spells, so this tends to have some significant power, and its great that it comes with a cantrip.
Glaive of the Guildpact
2.5 This is a surprisingly effective Equipment. It is a bit clunky to Equip, but if your deck has some Gates in it, the boost it gives is well worth it, especially since it is combined with Menace, which makes the creature into a pretty formidable attacker.
Crush Contraband
0.5 This is sideboard material. There aren’t enough artifacts and enchantments that do stuff to main deck this. When you do get to blow up one of each it feels pretty awesome, though!
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Devious Cover-Up
1.0 // 2.5 This is a pretty bad counterspell in most decks in the format. Four mana to counter something tends to be way too clunky, and shuffling cards into your deck isn’t that big of a deal. However, the UW decks in this format can sometimes end up in very real controlling builds where Devious Cover-Up is actually a quality card, especially if you have two of them to loop. You can just lock down the board and outvalue your opponent until their dead! So, this gets a build around grade. In the right deck, it is pretty legit – but don’t try to play it in any old Blue deck.
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 2: Siege Wurm
Bounty Agent
2.5 You’re mostly just getting a two mana 2/2 with Vigilance here, and that’s a decent card, especially in a format with lots of ways to put counters on it.
Street Riot
0.0 This is really bad. It is a 5-mana Enchantment that doesn’t add to the board very effectively. Sure, it makes your attacks better, but you need a pretty nice board state for this to enable anything special, and that’s some very real set up. It is a real bummer it doesn’t offer any boost at all on your opponent’s turn.
Whispering Snitch
3.5 This is the best Surveil payoff around, as draining life is a huge deal, and helps a grindy Surveil deck stay alive while also helping you win the game.
Justice Strike
3.0 This ends up not being able to kill stuff a little too often, but it can still kill enough stuff for only two mana that it is certainly a quality card.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 3: Hunted Witness
House Guildmage
4.0 Both options here can be pretty nice. Freezing down a creature can really help you slow your opponent down and/or help you win a race. The repeatable Surveil is great card selection too, and goes especially well with the Surveil payoffs in the format.
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Capture Sphere
3.0 This is pretty nice, as far as Blue removal spells go. Locking down a creature for 4, and being able to do it at Instant speed is fine. Of course, not turning off activated abilities and stuff like that is a bummer, but this does a decent job.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Skyknight Legionnaire
3.0 This can do a lot of damage in the air in a hurry! And…that’s about all there is to say.
Ornery Goblin
2.5 This is a surprisingly pesky two-drop that is pretty difficult to attack through or block profitably in the early game, and that’s pretty nice.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 4: Flower
Chance for Glory
0.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Flower
3.0 The Flower half isn’t too bad, as making sure you hit a land drop early is pretty nice. Its actually kind of neat that it costs hybrid mana, so you can actually use it to help you splash either Green or White in a deck that doesn’t have the other Selesnya color. Meanwhile, if you draw this late ona stalled out board, Flourish has a good chance of shifting the game in your favor.
Kraul Swarm
2.5 The Swarm has high power for 5-mana Flyer – that’s enough that it can’t just be ignored, and the fact that it can keep coming back can really present a problem for your opponent.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Skyknight Legionnaire
3.0 This can do a lot of damage in the air in a hurry! And…that’s about all there is to say.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Blade Instructor
2.0 This can pretty frequently attack and put a counter on something, and because of its 3 power your opponent often can’t do anything but trade with it. Which…if they have a 1/1 token doesn’t feel great, but you still get a counter out of the deal.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Smelt-Ward Minotaur
2.5 This is pretty nice in either of the Red aggressive decks (Izzet and Boros), as turning off a blocker is a big deal! Izzet will have more spells to enable it than Boros, but it has decent stats and solid upside, so its definitely nice in both.
Worldsoul Colossus
2.0 This can be pretty big…but it is still just a big vanilla creature, and the massive investment doesn’t always feel worth it.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 6: Luminous Bonds
Street Riot
0.0 This is really bad. It is a 5-mana Enchantment that doesn’t add to the board very effectively. Sure, it makes your attacks better, but you need a pretty nice board state for this to enable anything special, and that’s some very real set up. It is a real bummer it doesn’t offer any boost at all on your opponent’s turn.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Dead Weight
3.5 This kills a whole lot of stuff in this format for only one mana – including significantly more expensive creatures, and that makes it pretty great.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 7: Flower
Flower
3.0 The Flower half isn’t too bad, as making sure you hit a land drop early is pretty nice. Its actually kind of neat that it costs hybrid mana, so you can actually use it to help you splash either Green or White in a deck that doesn’t have the other Selesnya color. Meanwhile, if you draw this late ona stalled out board, Flourish has a good chance of shifting the game in your favor.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 8: Prey Upon
Prey Upon
2.5 As usual, Green has plenty of beefy creatures around that can really take advantage of this. Just pick your spots with it carefully so you don’t get blown out.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 9: Glaive of the Guildpact
Glaive of the Guildpact
2.5 This is a surprisingly effective Equipment. It is a bit clunky to Equip, but if your deck has some Gates in it, the boost it gives is well worth it, especially since it is combined with Menace, which makes the creature into a pretty formidable attacker.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 10: Selesnya Locket
Street Riot
0.0 This is really bad. It is a 5-mana Enchantment that doesn’t add to the board very effectively. Sure, it makes your attacks better, but you need a pretty nice board state for this to enable anything special, and that’s some very real set up. It is a real bummer it doesn’t offer any boost at all on your opponent’s turn.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Pack 3 Pick 11: Maximize Velocity
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Blade Instructor
2.0 This can pretty frequently attack and put a counter on something, and because of its 3 power your opponent often can’t do anything but trade with it. Which…if they have a 1/1 token doesn’t feel great, but you still get a counter out of the deal.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 13: Gateway Plaza
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Pack 3 Pick 14: Izzet Locket
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Pack 3 Pick 15: Boros Locket
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.