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.
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
Desert's Hold
4.0 This is a premium removal spell, and one that it isn’t that hard to trigger the “Desert” clause on. This shuts down most creatures entirely and will gain you life like half the time, and that’s pretty great.
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
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.
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.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
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.
Naga Vitalist
2.5 This is pretty decent at ramping you, and sometimes you’ll be interested in that.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Splendid Agony
2.5 This is pretty solid, though not premium. There are enough small creatures in this set that it sometimes give you a 2-for-1, but it isn’t that impressive against larger creatures, though weakening them still has some value.
Evolving Wilds
3.0 As usual, the Wilds provides some nice fixing for you, and is even quite good for your mana in a two-color deck.
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.
Pack 1 Pick 2: Labyrinth Guardian
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
Labyrinth Guardian
3.0 This dies to everything, but it gives you two pretty relevant bodies and its only one card, so if your opponent wants to use spells to kill both copies, you aren’t exactly going to be broken up about it.
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.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
Cartouche of Ambition
3.5 Sticking a -1/-1 counter somewhere, +1/+1 and lifelink is a pretty good deal for three mana, and the whole package usually makes it so one of your creatures can rumble that just couldn’t before. Sometimes the counter part of the card will outright kill something too, in which case you’re going to feel pretty great about things.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Stinging Shot
1.5 This is good at hating on flyers, and because it has cycling, you can get away with in your main deck.
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.
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.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
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.
Pack 1 Pick 3: Fan Bearer
Bontu's Monument
1.5 Reducing the cost of your black creature spells and draining your opponent for every creature spell you cast isn’t too bad, though sometimes it won’t really add up enough to feel like you’re getting a full card worth of value.
Vizier of Tumbling Sands
3.0 The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.
Oketra's Avenger
3.5 When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
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.
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.
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.
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.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Desert of the 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.
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.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Pack 1 Pick 4: Dauntless Aven
Vizier of Remedies
1.0 This is a two mana 2/1 with some very minor upside for the format. You’ll play it if you really need a two drop, but that’s about it.
Abrade
4.0 Two mana for 3 damage at Instant speed is always premium, and the added upside of hitting an Artifact with it sometimes is nice.
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.
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.
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.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
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.
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.
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.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
Pack 1 Pick 5: Doomed Dissenter
Obelisk Spider
3.5 This X-costed planeswalker can come down whenever you want her too, and she packs some pretty nice abilities. Her +2 doesn’t net you a card or anything, but it does Scry 2, which is some nice selection. Her 0 ability does net you cards, and can even put some into play for free! Meanwhile, her ultimate is quite easy to reach, and it can do 10 damage to your opponent out of nowhere, which is often enough to just end the game. She is challenging to take over the game with all alone though, and for that reason I don’t think she’s quite a bomb.
Gate to the Afterlife
1.0 Gaining 1 life and looting every time a creature dies is decent, though probably not something you would play very often. I think the only one this becomes worth playing is if you also have God-Pharaoh’s Gift, since it can search it up.
Protection of the Hekma
1.0 If you play this, obviously you’ll be winning the game. Unfortunately, that’s a pretty big “if,” in this format.
Brute Strength
1.5 This is a decent trick. The small toughness boost is a bit of a bummer, and means that sometimes you won’t be able to avert a 2-for-1 when you use it, but it can also result in a ton of unexpected damage for your opponent.
Haze of Pollen
0.5 Fog effects are bad in Limited – usually unplayable. Even adding cycling doesn’t help that out a whole lot.
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.
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.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
Pack 1 Pick 6: Floodwaters
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.
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.
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.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
Cartouche of Zeal
3.0 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.
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.
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.
Naga Oracle
1.0 This isn’t very good. A 4-mana 2/4 needs to do something pretty relevant to be good, and it just doesn’t. It gives you a bit of card selection/graveyard stocking, but that’s not really enough.
Pack 1 Pick 7: Vizier of Deferment
Ipnu Rivulet
2.5 This is the weakest of the cycle, mostly because milling isn’t that relevant in the format, but it is still a desert with some upside.
Vizier of Deferment
2.0 This can be nice in conjunction with ETB abilities, or to remove an Aura based removal spell from one of your creatures, but those things just don’t seem to happen enough for this to be especially good.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Binding Mummy
3.0 This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.
Pack 1 Pick 8: Unquenchable Thirst
New Perspectives
1.0 This is mostly just a 6-mana draw 3 in Limited, and that’s pretty clunky when it isn’t on an instant. Tapping out to not add to the board just isn’t a great idea. It is tempting to look at the Cycling part of the card and just imagine cycling through your whole deck, but it just won’t happen.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
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.
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.
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.
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.
Hekma Sentinels
2.0 Opponents do have to respect that this might turn into a ¾ out of nowhere, but it isn’t exactly like a ¾ is a world beater to begin with.
Pack 1 Pick 9: Dauntless Aven
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
Dauntless Aven
2.5 A 3-mana 2/1 flyer is reasonably playable already, so adding the ability to untap something definitely matters. You can use this on the Aven itself, or more ideally, use it on an Exert creature so it can attack and Exert again on the very next turn.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Ancient Crab
1.0 This format has lots of cheap creature who can gain evasion or stats boosts as a result of exerting or other effects, and that makes Ancient Crab pretty unimpressive here.
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
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 10: Desert Cerodon
Hazoret's Monument
1.0 This mostly isn’t worth it. A cost reduction + rummaging just won’t matter that much.
Desert Cerodon
2.5 Like a lot of creatures with cycling, this doesn’t have great stats, but the fact you can throw it away for a new card when the 6/4 isn’t worth it makes it pretty solid.
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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 1 Pick 11: Oketra's Avenger
Bontu's Monument
1.5 Reducing the cost of your black creature spells and draining your opponent for every creature spell you cast isn’t too bad, though sometimes it won’t really add up enough to feel like you’re getting a full card worth of value.
Oketra's Avenger
3.5 When this is Exerted, it is pretty darn hard to block – and that’s true pretty much all game long, making this an excellent two drop.
Nef-Crop Entangler
3.0 This is yet another Exert two-drop who, once it starts exerting itself, can attack pretty much all game long.
Hooded Brawler
2.5 This 3-mana 3/2 can swing as a 5/4 once his base stats aren’t doing it for you anymore, and that’s enough size to be relevant all game long.
Pack 1 Pick 12: Blur of Blades
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.
Initiate's Companion
2.0 Thing is fine. A two mana 3/1 is, as usual, a decent aggro creature, and its combat damage to a player effect kind of matters. Its most notable use is untapping an exerted creature.
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 1 Pick 13: Blur of Blades
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.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Pack 1 Pick 14: Pursue Glory
Pursue Glory
2.0 This is a very inefficient Trumpet Blast, but unlike Trumpet Blast it can actually do something even when you aren’t able to do lethal with it! You can cycle it away.
Pack 2 Pick 1: Wrath of God
Wrath of God
5.0 As always, Wrath is incredible. At only four mana, it very efficiently wipes the board, and because its so cheap, if you have it in your opening hand, you can sometimes choose to just let your opponent add to the board and not play anything yourself, and then really get them on turn four. Even outside of that amazing scenario, Wrath is an incredible bomb in Limited.
Cryptic Serpent
3.0 Lowering the cost of this to around 5 isn’t too difficult, and sometimes you’ll be able to go even lower. Still, it isn’t like you’ll be slamming this on turn three or four or anything like that.
Lord of the Accursed
3.0 This is a nice Zombie lord. It has okay stats and will often impact the board immediately – having the option of giving all your undead guys Menace is some nice added upside too.
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.
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.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
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.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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.
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.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
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 2 Pick 2: Gust Walker
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.
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.
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
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!
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
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.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
Magma Spray
3.5 One mana for 2 damage is pretty much always premium, and Magma Spray can even deal with pesky embalm creatures permanently.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
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.
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.
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.
Pack 2 Pick 3: Aerial Guide
As Foretold
0.0 This is far too difficult to set up in Limited.
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.
Vile Manifestation
2.0 This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.
Fervent Paincaster
2.5 A 3-mana 3/1 that can ping the opponent is kind of okay, and adding the ability to exert to ping anything is pretty nice, and certainly a problem for any deck with lots of X/1s.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Aerial Guide
3.5 This is a great Common. Wind Drake stats are kind of passable, and giving another attacker Flying is a pretty big deal, and Aerial Guide can quickly account for a ton of damage as a result of that ability.
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.
Soulstinger
2.5 All on its own, Soulstinger is a 4-mana 2/3 that puts two -1/-1 counters on something when it dies. That’s the kind of card that can really create 2-for-1s, and that’s sort of the baseline here. You can also just play the Soulstinger as a larger creature if that’s what you need, and put the counters somewhere else.
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.
Cartouche of Solidarity
3.0 The whole Cartouche cycle is quite nice. +1/+1 and First Strike is already the kind of boost that makes a creature significantly more formidable, and this also makes sure to give you a spare 1/1 body, which helps the threat of a 2-for-1 not loom quite as large.
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.
Pack 2 Pick 4: Shimmerscale Drake
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
Riddleform
0.0 // 3.0 If you’re in a spell deck, Riddleform can do some pretty serious work. If you’re not, it is pretty terrible.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
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.
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.
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.
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.
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.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
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.
Rhonas's Stalwart
3.5 Look, yet another really good common two-drop with Exert! Like the others, this has a fine baseline that can attack reasonably well, and then in the later game in can start exerting to make itself larger and more evasive.
Pack 2 Pick 5: Desert of the Mindful
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.
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.
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.
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.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
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.
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
Cartouche of Zeal
3.0 There aren’t enough artifacts in this set for this to be remotely worth putting in your main deck.
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.
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: Consign
Consign
3.0 Thing thing really over performs. In the early game, you can bounce a problem permanent to slow your opponent down, or maybe blow them out when they try to use a trick or something, and then in the late game you have a Mind Rot sitting around in your graveyard. Basically, the consign half of this is already a solid playable, and the Oblivion half gives you some nice late game value. Now, your opponent won’t always have the cards to discard, but they do often enough that this card often feels like a steal.
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.
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.
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.
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.
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.
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.
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.
Tormenting Voice
1.5 This kind of effect is always very replaceable, as you’re just getting some card selection and not impacting the board. It can be at its best, though, in UR spells, as it can trigger your spell payoffs while also hopefully finding you more spells.
Pack 2 Pick 7: Evolving Wilds
Watchers of the Dead
2.0 This is a two-mana 2/2 that can hate on the graveyard a bit in a set that has graveyard stuff, so its fine.
Marauding Boneslasher
2.0 This has decent stats and a useful creature type, so you’ll play it a decent amount of the time.
Evolving Wilds
3.0 As usual, the Wilds provides some nice fixing for you, and is even quite good for your mana in a two-color deck.
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.
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.
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.
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.
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
Pack 2 Pick 8: Those Who Serve
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
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.
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
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.
Pitiless Vizier
2.5 This guy has a very real threat of activation. A 4/2 hits hard, and there aren’t that many creatuers that can block this and survive, and in those situations your opponent has to gauge whether or not you have the Cycling card that just blows them out entirely.
Pack 2 Pick 9: Djeru's Resolve
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Djeru's Resolve
1.0 Without Cycling, this would pretty much be unplayable. With cycling…well, you’ll play it on really rare occasions.
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.
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 2 Pick 10: Fervent Paincaster
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 Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
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.
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 2 Pick 11: Vile Manifestation
Vile Manifestation
2.0 This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.
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.
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.
Pack 2 Pick 12: Binding Mummy
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
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.
Binding Mummy
3.0 This has a baseline of a 2-mana 2/2 and it has some very real upside. This set is loaded up with Zombies – and remember, anything that is Embalmed comes back as a zombie too, so the Binding Mummy tends to be quite good at tapping down blockers and letting you go all out.
Pack 2 Pick 13: Mighty Leap
Mighty Leap
1.5 This is always a decent trick that has the upside of giving you some reach in the late game.
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 14: In Oketra's Name
In Oketra's Name
1.5 This just doesn’t pan out most of the time. Sure, if you have a bunch of Zombies and you’re going wide, it gives a nice boost for the cost, but having both of those things happen isn’t guaranteed.
Pack 3 Pick 1: Aerial Guide
Leave
0.5 This is incredibly difficult to set up in Limited, and should mostly be avoided.
Bone Picker
3.5 A 4-mana 3/2 with Flying and Deathtouch is the fail case here, and that’s a very playable fail case! Sometimes, it will only cost a single Black mana, and when that happens, you’ll really feel like you’re getting there.
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
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.
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.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
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.
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.
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.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
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.
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.
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 3 Pick 2: Start
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.
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!
Start
3.5 Three mana for two 1/1 tokens with Vigilance isn’t a bad deal, and having an expensive Bone Splinters sitting around in your graveyard isn’t too shabby either. Because the Start half is an Instant, you can also pretty easily cast this on your opponent’s turn, and then untap and use Finish to give up one of those tokens and kill their best creature.
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!
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 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.
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.
Hieroglyphic Illumination
2.5 4 mana to draw 2 at instant speed isn’t the greatest thing ever, but this has an alternate mode where you pay a single Blue to draw a card, and having both of those options is pretty nice.
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.
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.
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.
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.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Pack 3 Pick 3: Shimmerscale Drake
Nest of Scarabs
0.0 // 3.0 Obviously, this is a build around, and one that will mostly only work in the BG deck, which is all about -1/-1 counters. If you have few or no ways to make counters, Nest of Scarabs is terrible. However, if you get there on a critical mass of -1/-1 counter cards, and it is doable in this format, Nest of Scarabs gets pretty crazy, since it will start spitting out a significant number of tokens.
Merciless Javelineer
3.0 This card is a little bit disappointing. It seems like it would be able to make your aggro deck do all kinds of awesome stuff, and sometimes it does – but both the mana and the card are very real costs, and you’ll find yourself in situations where you just don’t want to be doing that.
Unconventional Tactics
1.5 +3/+3 and flying for three mana isn’t that great at Sorcery speed. It is tempting to look at this as giving you that effect every turn or something, but even with all the Zombies around, it just won’t happen that often. Plus, it isn’t that hard for your opponent to respond to.
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.
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.
Wasteland Scorpion
2.5 Deathtouchers can trade with anything, and that’s pretty nice! That does mostly make this a defensive card, though. And, like a lot of cards in the set, you can also cycle this away when it isn’t very good.
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.
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.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Disposal Mummy
1.0 This set has a graveyard sub-theme, but Disposal Mummy is too inefficient and situational with its effect to really be worth it most of the time.
Sidewinder Naga
2.0 This will sometimes be a 4/2 with Trample, which is fine, but it wouldn’t be an incredible card even if it was always a 4/2 with trample.
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 3 Pick 4: Sunscourge Champion
Watchful Naga
1.5 This has sub-par stats but a pretty nice Exert ability. Even if the Naga is dead to blockers when it attacks, you do at least get a card. The most ideal scenario, of course, is to attack when your opponent can only trade with it at best, in which case they find themselves having to just take the hit or get 2-for-1’d, but that situation isn’t around for a super long time in most games.
Sunscourge Champion
4.0 A 3-mana 2/3 that gains you 2 life is a decent card. Adding Eternalize to the mix is what really makes this a nice card, since it will come back as a 4/4 that gains you 4 life. And sure, you do have to discard a card unlike most Eternalize Effects, but you also pay only 4 mana for that copy, and that’s actually pretty incredible. All these Embalm/Eternalize effects just give you great value over the course of the game.
Khenra Eternal
2.5 This has okay stats, an okay keyword ability, and it’s a Zombie, so its perfectly fine.
Aven Initiate
2.5 4-mana 3/2 flyers are okayish. Adding Embalm here is quite nice, since it will give you another copy of the Initiate in the late game, albeit at a very steep price.
Quarry Hauler
3.0 Quarry Hauler brings a decent body to the table, and its ETB trigger will be useful a surprising chunk of the time. You can use it to add -1/-1 counters to opposing things, subtract them from yours, add +1/+1 counters, and so forth.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
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.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
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.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Pack 3 Pick 5: Wall of Forgotten Pharaohs
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.
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.
Khenra Scrapper
3.0 Like a lot of these Exert creatures, once this starts Exerting itself, it is difficult to block effectively, and a 4/3 with Menace can do a ton of damage in a hurry.
Life Goes On
0.5 This is sideboard material that you might bring in against a really aggressive deck, where the life gain legitimately makes it hard for them to win. That’s not going to go down very often, though.
Bitterbow Sharpshooters
2.5 This thing has pretty good size to stop many of the creatures in this format, and also attacks pretty well.
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.
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.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Solitary Camel
2.0 A 3-mana 3/2 that will have lifelink a decent chunk of the time is fine.
Seeker of Insight
2.0 This doesn’t have the most impressive spell payoff effect there is, but looting with this sometimes is solid.
Pack 3 Pick 6: Fan Bearer
Crypt of the Eternals
1.0 Filter lands very rarely impress me, and this one can only filter into the Grixis colors, making it worse than most versions of this we’ve seen before! Gaining 1 life doesn’t make enough of a difference. If you need fixing in these colors, you might play this, but otherwise, steer clear.
Vizier of Tumbling Sands
3.0 The ability to untap permanents is pretty nice, as you can use it to help you ramp, or give creatures pseudo-vigilance, or ambush block an opponent. That’s especially nice because it also has Cycling, which will also let you untap a permanent. Sometimes – like in the late game – you just might not need the Vizier, so trying to find something else is pretty nice.
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.
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.
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.
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.
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.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
Horror of the Broken Lands
3.0 In the early game, you can cycle this away, and in the late game it can be a very legitimate finisher in a deck with a reasonable amount of Cycling. It has a very reasonable floor, and a decent enough ceiling.
Pack 3 Pick 7: Aerial Guide
Manglehorn
0.5 There aren’t really enough artifacts in this set for it to be worth it.
Vile Manifestation
2.0 This underwhelms as a Cycling payoff for the most part. This is largely because it doesn’t have any evasion to speak of. It will often start life as a two mana 0/4 and slowly grow, which isn’t terrible of course, but it is a pretty intense build around with a pretty mediocre ceiling.
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.
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.
Dune Beetle
1.0 If you need a defensive two drop, you could do worse than this I guess.
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.
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.
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 8: Fan Bearer
Liliana's Defeat
0.5 This will be great against Black and terrible against everyone else. Leave this in your sideboard.
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
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.
Blighted Bat
2.0 A 3-mana 2/1 that can gain Haste is alright, and it comes with a useful creature type!
Pathmaker Initiate
2.0 Making small creatures unblockable definitely has a place in this format, especially when you can exert them to make them bigger after you make them unblockable.
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.
Leave
0.5 This is incredibly difficult to set up in Limited, and should mostly be avoided.
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.
Sunscorched Desert
1.0 So, you mostly don’t play this Desert, since it isn’t good for your mana at all. However, sometimes you might end up in a mono-colored deck, and if its an aggressive mono-colored deck that has a few Desert payoffs, Sunscorched Desert actually makes the cut. That doesn’t happen a ton, but I’ve seen it happen a few times.
Dissenter's Deliverance
1.0 There aren’t a ton of Artifacts in this set, but this does Cycle, so you’ll put it in your main deck some.
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.
Desert of the Indomitable
3.0 Deserts are pretty important in this format. Not only do they provide some significant flood insurance thanks to Cycling, they also power up several cards in the format that pay you off for having Deserts. As a result, you should actually value them relatively highly, taking them over most medium cards.
Pack 3 Pick 10: Gust Walker
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.
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.
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.
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.
Thresher Lizard
2.0 This is a 3-mana 3/2 in the early game, and it becomes a 4/4 late. That’s fine, though not something you’ll always be playing in your red decks.
Pack 3 Pick 11: Sacred Cat
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.
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.
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.
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 3 Pick 12: Fan Bearer
Fan Bearer
3.5 Master Decoy-type creatures are good in most Limited formats, and this one comes with a relevant creature type.
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.
Those Who Serve
1.0 You’ll play this if you have enough Zombie synergies, but that’s pretty much it.
Pack 3 Pick 13: Wander in Death
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.
Wander in Death
2.5 The first copy of this type of effect is solid in virtually every Limited format. This is because they give you some serious gas in the later part of the game. And, the nice thing here, is that you can cycle it when its useless in the earlier part of the game. There are some serious diminishing returns after that first copy though, even with Cycling.
Pack 3 Pick 14: Naga Oracle
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.