Confiscation Coup
4.5 Mind Control effects are crazy strong in Limited, since they effectively destroy an opposing creature and you get a copy of it, and Confiscation Coup can’t be dealt with as easily as Aura-based versions of the effect. Sure, it is somewhat limited on what it can steal since you need Energy, but paying 5 to steal a 4-mana card is great, and if you have enough spare energy, it can steal pretty much anything! This is a bomb.
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Aethertorch Renegade
2.5 This gives you a ton of energy up front, which is pretty nice! Not so nice is the amount of energy it takes to use its abilities. Pinging stuff is good and all, but it doesn’t do something on every board state, and 2 energy is pretty steep. Sometimes you’ll get there enough on an energy deck for the 6 damage effect, but don’t hold your breath.
Furious Reprisal
2.0 This looks like it would be pretty amazing at first glance – hard not to imagine killing two things with it, right? Well, yeah – it will do that sometimes, but it is also a clunky 4-mana sorcery that can’t do anything about larger creatures, and that’s not exactly what you want to be spending your mana on a lot of the time. And don’t get me wrong, it isn’t bad, it is just also nowhere near a premium removal spell, or even close to being a card you always play.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Prophetic Prism
3.0 The fac this replaces itself is a pretty big deal. Most of the time filter artifacts aren’t worth a card, but this is literally worth a card and then some because of that. And, this format really cares about artifacts.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Sweatworks Brawler
2.5 A 4-mana 3/3 with Menace is kind of alright, and you’ll find yourself playing this for three mana pretty often.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 1 Pick 2: Gearseeker Serpent
Heroic Intervention
2.0 People always overrate this kind of card because they see “Hexproof” and “Indestructible.” And, yeah, those are two really strong keywords, but finding a way to utilize a card like this is harder than it looks. It isn’t bad, but it just isn’t the bomb that I think a lot of players think it will be – a card this situational just can’t be! Sure, it can be used to help a bunch of creatures survive combat, or to blank a removal spell and things like that, but again – try playing with the card, and you’ll see just how often having it in your hand just doesn’t matter.
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Demolition Stomper
1.0 Most of the vehicles in this set are solid or better. This isn’t one of them. Yeah, its huge when it gets going, but Crew 5 is massive and even if really small creatures can’t block it, its still very chumpable, and takes a lot of set up.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Gearseeker Serpent
3.0 This is a very nice Common for Blue decks in this format, which really like Artifacts. It often costs 4 or 5 mana, and is a great finisher in this format thanks to its bulk and potential evasiveness.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Night Market Lookout
1.5 If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Pack 1 Pick 3: Maverick Thopterist
Maverick Thopterist
4.0 So even without Improvise, this would be a fairly solid card. 5 mana for a 2/2 and two 1/1 Thopters just isn’t that bad! And it comes with improvise, so you often end up paying 3 or 4 to add these three bodies to the board, and two of them have evasion! This is a very strong signpost uncommon.
Fabrication Module
3.5 If you’re good at making Energy, this is a pretty darn powerful payoff for it, as getting those +1/+1 counters is a big deal. In the late game, its ability basically gives you an energy AND a +1/+1 counter too, and that’s not a terrible mana sink.
Winding Constrictor
3.5 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Foundry Screecher
2.5 This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
Riparian Tiger
2.0 This isn’t the greatest finisher ever for Green energy decks, but you could do worse too. Even without any other help, it is a 5-mana 4/4 Trampler that attacks as a 6/6 the first time it attacks, and that’s a creature that is very difficult to effectively block.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Ice Over
2.5 It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Self-Assembler
0.5 // 3.0 If you have one Self Assembler, don’t play it. If you manage to get a second one, you’re actually kind of in business. A 5-mana 4/4 isn’t good, but it does draw you another one, and making sure you have those plays on back to back turns is pretty nice. Because of the mana cost running more than 3 probably isn’t a great idea, but chaining those three together is pretty nice, even with mediocre stats.
Pack 1 Pick 4: Thopter Arrest
Ridgescale Tusker
4.5 Yeah, this is an Uncommon, but it just feels like a bomb in this format. It isn’t hard to go wide, it is a 5-mana 5/5, and it has an immediate and large impact on just about every board it can come down on.
Thopter Arrest
4.0 This can exile most stuff in the format very efficiently. And sure, if your opponent gets rid of it they get their card back, but you’ll still have disrupted them a ton and traded 1-for-1 in the process. And, oftentimes, they just can’t deal with it.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Thriving Rhino
3.0 This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
Aether Swooper
3.5 This often feels like a two mana ½ that makes a 1/1 token on ETB, and that is a very powerful card. If you play this on turn two, you are virtually guaranteed to get that token, and if you can generate a little bit more Energy, it can really get going. It is also a great place to put Artificer’s Goggles!
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Herald of the Fair
2.0 This has mediocre stats, but an ETB ability that often lets you attack more effectively. Still, it is pretty replaceable and not remotely impressive.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 1 Pick 5: Shielded Aether Thief
Paradoxical Outcome
0.0 This card is pretty much impossible to make work in Limited.
Restoration Gearsmith
4.0 This almost always has something to get back for you, and that means it is almost always an easy 2-for-1.
Shielded Aether Thief
2.5 This blocks a lot of stuff in this format pretty well, and makes you energy while doing it! Drawing a card with energy is a pretty nice payoff too.
Veteran Motorist
3.5 Most of the time, this will kill your opponent’s best creature and bolt your opponent in the face. If that’s not premium removal, I don’t know what is.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Thriving Rhino
3.0 This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
Weldfast Wingsmith
2.0 This has mediocre starting stats, but it does gain Flying often enough to be a decent inclusion in artifact-heavy decks.
Workshop Assistant
2.0 It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Illusionist's Stratagem
1.5 This is really situational, though it does feel pretty awesome when you blink two creatures with ETB abilities and draw a card. You’d be surprised how often this does very little, though.
Shielded Aether Thief
2.5 This blocks a lot of stuff in this format pretty well, and makes you energy while doing it! Drawing a card with energy is a pretty nice payoff too.
Airdrop Aeronauts
3.5 A 5-mana 4/3 flyer is a passable card, and this will gain you 5 life often enough to be a pretty nice creature for your deck.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Fragmentize
2.0 This is actually mainboardable in this format, as there are plenty of targets for it. In an ideal world, you probably start it in your sideboard in best of 3, though.
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Shipwreck Moray
1.0 This probably isn’t the Energy payoff you were looking for. It has really mediocre starting stats, and takes a ton of energy to ever actually do anything.
Herald of the Fair
2.0 This has mediocre stats, but an ETB ability that often lets you attack more effectively. Still, it is pretty replaceable and not remotely impressive.
Pack 1 Pick 7: Gearseeker Serpent
Decoction Module
1.5 This gives you a bunch of energy over the course of the game, and can help you rebuy ETB effects, but in most decks it doesn’t really feel worth it.
Eddytrail Hawk
2.5 Giving other stuff flying can have a pretty big impact, and the Hawk can do it twice without any outside help, making it a decent card.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Aether Tradewinds
1.0 This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
Dukhara Peafowl
2.5 This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Gearseeker Serpent
3.0 This is a very nice Common for Blue decks in this format, which really like Artifacts. It often costs 4 or 5 mana, and is a great finisher in this format thanks to its bulk and potential evasiveness.
Pack 1 Pick 8: Malfunction
Whirler Virtuoso
4.0 This is, at worst, a 3-mana 2/3 that makes a 1/1 Thopter – that’s a card you’d always play, and obviously it has the potential to churn out more than one Thopter token.
Illusionist's Stratagem
1.5 This is really situational, though it does feel pretty awesome when you blink two creatures with ETB abilities and draw a card. You’d be surprised how often this does very little, though.
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Aether Tradewinds
1.0 This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 1 Pick 9: Built to Last
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 1 Pick 10: Built to Last
Demolition Stomper
1.0 Most of the vehicles in this set are solid or better. This isn’t one of them. Yeah, its huge when it gets going, but Crew 5 is massive and even if really small creatures can’t block it, its still very chumpable, and takes a lot of set up.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 1 Pick 11: Ice Over
Fabrication Module
3.5 If you’re good at making Energy, this is a pretty darn powerful payoff for it, as getting those +1/+1 counters is a big deal. In the late game, its ability basically gives you an energy AND a +1/+1 counter too, and that’s not a terrible mana sink.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Foundry Screecher
2.5 This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
Ice Over
2.5 It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
Pack 1 Pick 12: Implement of Examination
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Herald of the Fair
2.0 This has mediocre stats, but an ETB ability that often lets you attack more effectively. Still, it is pretty replaceable and not remotely impressive.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 1 Pick 13: Restoration Gearsmith
Restoration Gearsmith
4.0 This almost always has something to get back for you, and that means it is almost always an easy 2-for-1.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Pack 1 Pick 14: Metallic Rebuke
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Pack 2 Pick 1: Daredevil Dragster
Wildest Dreams
2.5 This is pretty slow, but by the late game in can get you back a whole bunch of cards. Now, granted, you have to tap out and not add to the board when you do it most of the time, but that’s okay. And, in a fail case, you can just pay three with it to return one thing to your hand, and that’s not too shabby in a pinch. So yeah, reasonable floor here and an insane ceiling.
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Daredevil Dragster
2.0 This is fairly easy to crew and decently sized, but the fact it has to give itself up after its second attack is a little bit of a bummer, as there are definitely times where you’d prefer to keep it in play.
Narnam Renegade
2.5 This can trade with anything without Revolt, and with Revolt it also becomes a decent attacker.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Reservoir Walker
1.5 3 life and 3 energy isn’t really enough to offset the bad stats this has. It isn’t unplayable, but you won’t play it very often.
Leave in the Dust
2.5 Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
Pack 2 Pick 2: Aetherborn Marauder
Authority of the Consuls
0.5 This doesn’t do enough in Limited. You might consider siding it in against some opponents who have a bunch of Haste creatures or something, but that’s a pretty limited use.
Aetherborn Marauder
3.0 If you can move even one counter to this, it becomes quite potent. Even with 0 counters, it is at least passable, and sometimes it will get even scarier!
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
Vengeful Rebel
3.5 If this just also had its ETB effect, it would be completely insane, since you would just add a 3-mana 3/2 to the board and kill something. Obviously, the Revolt requirement makes it significantly less insane, and this will just be the 3/2 a little more often than you’d like. Still, when you do get Revolt going, it will still feel like you’re doing something amazing.
Highspire Artisan
2.5 The two choices you have here are pretty nice. A 3-mana ¼ with Reach can block a lot of stuff all game long while also turning on +1/+1 counter synergies, and a 3-mana 0/3 with Reach that also gives you a 1/1 token isn’t too shabby either.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 2 Pick 3: Glint-Sleeve Artisan
Hungry Flames
4.0 3 mana to kill an X/3 and do 2 damage to your opponent is a great rate.
Winding Constrictor
3.5 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
Pacification Array
4.0 This is pretty much Icy Manipulator, though costing two to tap the thing does weaken it some. But hey, it only costs one to cast in the first place, and turns on all sorts of Artifact synergy. This is one of the best Uncommons in the set.
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Peema Outrider
3.5 The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Pack 2 Pick 4: Countless Gears Renegade
Weldfast Engineer
3.5 This asks not only for Artifacts, but artifact creatures in particular. However, you’ll have them in this format, since there are lots of Servos among the other artifacts. And, making a servo into a 3/1 every turn can be a real problem for your opponent on many board states.
Blossoming Defense
2.0 This is a nice trick that has additional utility against removal spells thanks to Hexproof.
Aether Meltdown
3.0 This can pretty much shut down a lot of creatures – and vehicles – in the format for only two mana, while also giving you a bit of Energy to use with other cards. It is of course frustrating that things can still block once you use this, and that keeps it from being amazing, but it does a pretty good job.
Countless Gears Renegade
2.5 You’ll get the 1/1 out of this like half the time, and it will feel great when you do. When that doesn’t work out, it will feel pretty mediocre.
Spireside Infiltrator
2.5 This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
Conviction
1.0 This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Eddytrail Hawk
2.5 Giving other stuff flying can have a pretty big impact, and the Hawk can do it twice without any outside help, making it a decent card.
Pack 2 Pick 5: Shrewd Negotiation
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Spireside Infiltrator
2.5 This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Prophetic Prism
3.0 The fac this replaces itself is a pretty big deal. Most of the time filter artifacts aren’t worth a card, but this is literally worth a card and then some because of that. And, this format really cares about artifacts.
Peema Outrider
3.5 The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Bastion Mastodon
2.5 Being an artifact matters in this set, and this offers a decent body that can gain Vigilance. Like the rest of this cycle, Bastion Mastodon is pretty solid.
Pack 2 Pick 6: Hinterland Drake
Sly Requisitioner
2.0 I really wanted this to be awesome, because it seems like a lot of fun as a value-engine type card, but it just doesn’t get there as often as you’d like. It is expensive for such a mediocre statline, even with Improvise, and cranking out 1/1s with it is harder to do than you might think, especially because it only counts nontokens.
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Dukhara Peafowl
2.5 This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Destructive Tampering
0.5 // 2.5 This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
Impeccable Timing
2.5 This is situational, but the format does have a significant number of small creatures, and people will inevitably be attacking or blocking, so you’ll find yourself playing this a decent chunk of the time.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Pack 2 Pick 7: Weldfast Wingsmith
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Lifecraft Cavalry
2.0 This is kind of alright even when you don’t revolt, and pretty scary when you can. It isn’t terrible top curve.
Weldfast Wingsmith
2.0 This has mediocre starting stats, but it does gain Flying often enough to be a decent inclusion in artifact-heavy decks.
Aether Chaser
3.5 This has great stats to begin with, so adding the ability to make Servo tokens is great. A 2/1 first striker is often relevant pretty much all game, whether you’re the one attacking or blocking, so having that Energy/servo upside is great, especially because going wide is very viable in this set.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Pack 2 Pick 8: Implement of Malice
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Leave in the Dust
2.5 Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
Pack 2 Pick 9: Shrewd Negotiation
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Audacious Infiltrator
2.5 This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Leave in the Dust
2.5 Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
Pack 2 Pick 10: Metallic Rebuke
Highspire Artisan
2.5 The two choices you have here are pretty nice. A 3-mana ¼ with Reach can block a lot of stuff all game long while also turning on +1/+1 counter synergies, and a 3-mana 0/3 with Reach that also gives you a 1/1 token isn’t too shabby either.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 2 Pick 11: Select for Inspection
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Pack 2 Pick 12: Aether Meltdown
Aether Meltdown
3.0 This can pretty much shut down a lot of creatures – and vehicles – in the format for only two mana, while also giving you a bit of Energy to use with other cards. It is of course frustrating that things can still block once you use this, and that keeps it from being amazing, but it does a pretty good job.
Conviction
1.0 This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Pack 2 Pick 13: Built to Last
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 2 Pick 14: Engineered Might
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Pack 3 Pick 1: Gifted Aetherborn
Panharmonicon
1.5 When you can get this going, it is a lot of fun. You’re most likely to do it in UW, but more often than not, you don’t get enough ETB abilities to make this worth it.
Restoration Specialist
2.5 Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
Gifted Aetherborn
3.5 This has great stats, gains you life, and can trade with anything. Not much more to say about it!
Blossoming Defense
2.0 This is a nice trick that has additional utility against removal spells thanks to Hexproof.
Spireside Infiltrator
2.5 This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
Night Market Lookout
1.5 If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
Peema Outrider
3.5 The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Thriving Rhino
3.0 This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Impeccable Timing
2.5 This is situational, but the format does have a significant number of small creatures, and people will inevitably be attacking or blocking, so you’ll find yourself playing this a decent chunk of the time.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Pack 3 Pick 2: Glint-Sleeve Artisan
Depala, Pilot Exemplar
4.0 This set has lots of Dwarves and Vehicles for Depala to pump, and its pretty sweet that she has a mana sink ability that triggers when she taps – which can be from crewing vehicles or attacking. So, if you’re flooding out, you can put the mana into that ability and you have a decent chance at finding something useful.
Maulfist Revolutionary
4.0 This has great stats + trample, and also gives you extra +1/+1 counters and energy, both things Green decks are interested in.
Glint-Nest Crane
3.0 A two mana 1/3 Flyer isn’t completely terrible, and this ends up drawing you an extra card about half the time. When you do, it will feel amazing.
Blossoming Defense
2.0 This is a nice trick that has additional utility against removal spells thanks to Hexproof.
Reservoir Walker
1.5 3 life and 3 energy isn’t really enough to offset the bad stats this has. It isn’t unplayable, but you won’t play it very often.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Hunt the Weak
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Pack 3 Pick 3: Aerial Responder
Maulfist Revolutionary
4.0 This has great stats + trample, and also gives you extra +1/+1 counters and energy, both things Green decks are interested in.
Aerial Responder
3.5 This just has great stats and keywords. It often finds itself being able to attack effectively in the sky and block effectively during your opponent’s turn, and it gains you life while it does! Just a great deal for 3 mana.
Visionary Augmenter
3.5 With some of these Fabricate creatures, you will pretty frequently choose the +1/+1 counter option – but that’s not true here. A 4-mana 2/1 and two 1/1s is just way better than a 4-mana 4/3, especially in a color that has two nice payoffs for going wide at COMMON (Dawnfeather Eagle and Inspired Charge). But yeah, point is, this card’s very good.
Aviary Mechanic
2.5 This has a solid baseline as a bear, and its ETB ability actually does something like half the time, and that’s pretty nice.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Thriving Turtle
2.5 If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Workshop Assistant
2.0 It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
Leave in the Dust
2.5 Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Peema Outrider
3.5 The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Pack 3 Pick 4: Wispweaver Angel
Merchant's Dockhand
2.0 This has a solid mana sink ability that can draw you cards, but is pretty irrelevant in the early and mid game.
Glimmer of Genius
3.0 Scry 2 + Draw 2 lets you see a large percentage of cards in your small Limited deck, and that’s great – and throwing in Energy definitely matters in this format.
Wispweaver Angel
3.5 There are lots of ETBs in this set – and remember that includes Fabricate creatures – so playing this on turn 6 as a 4/4 Flyer that gives you another ETB trigger happens pretty often, and that’s a pretty great deal.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
Gearseeker Serpent
3.0 This is a very nice Common for Blue decks in this format, which really like Artifacts. It often costs 4 or 5 mana, and is a great finisher in this format thanks to its bulk and potential evasiveness.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Consulate Turret
1.0 This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
Dukhara Peafowl
2.5 This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 3 Pick 5: Aether Theorist
Concealed Courtyard
3.0 These give you good fixing and will come into play untapped in the early game, which is nice.
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Workshop Assistant
2.0 It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Fragmentize
2.0 This is actually mainboardable in this format, as there are plenty of targets for it. In an ideal world, you probably start it in your sideboard in best of 3, though.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Pack 3 Pick 6: Aether Swooper
Shielded Aether Thief
2.5 This blocks a lot of stuff in this format pretty well, and makes you energy while doing it! Drawing a card with energy is a pretty nice payoff too.
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
Aether Swooper
3.5 This often feels like a two mana ½ that makes a 1/1 token on ETB, and that is a very powerful card. If you play this on turn two, you are virtually guaranteed to get that token, and if you can generate a little bit more Energy, it can really get going. It is also a great place to put Artificer’s Goggles!
Thriving Rhino
3.0 This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
Mobile Garrison
2.0 This isn’t as impressive stats-wise as some other vehicles, but it crews for 2 and untaps an artifact or creature when it attacks, which can include whatever crewed it, and that ends up being pretty decent.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Die Young
3.0 This is a nice removal spell. At worst, it is two mana to give something -2/-2, and if you have other energy around, it can take down larger things.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Pack 3 Pick 7: Aether Meltdown
Ravenous Intruder
2.0 This is a pretty threatening attacker even with just a single artifact on the table, and if you have more, it can be a real problem for the opponent. Problem is, you don’t always have artifacts you want to give up to pump the Intruder.
Aether Meltdown
3.0 This can pretty much shut down a lot of creatures – and vehicles – in the format for only two mana, while also giving you a bit of Energy to use with other cards. It is of course frustrating that things can still block once you use this, and that keeps it from being amazing, but it does a pretty good job.
Servo Schematic
2.0 This gives you two artifacts on turn two, which is pretty good at setting up Improvise and other Artifact payoffs. Ideally, your deck also has some ways to sacrifice the Schematic so you can get that second servo.
Shipwreck Moray
1.0 This probably isn’t the Energy payoff you were looking for. It has really mediocre starting stats, and takes a ton of energy to ever actually do anything.
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Pack 3 Pick 8: Restoration Specialist
Restoration Specialist
2.5 Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
Contraband Kingpin
3.0 The Kingpin has a very annoying body for aggressive decks to deal with since it can block a ton of stuff and survive while also gaining you life. Then, in the mean time, you get to Scry any time an Artifact ETBs, and that’s some nice additional upside.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Inventor's Goggles
3.0 This gives a kind of passable boost for the casting and Equip cost, but what really makes it a nice card is the fact that it equips for free to an Artificer when it enters the battlefield, and this format has a ton of them. Playing this on turn one and an Artificer on turn two happens all the time in this format, and is a pretty amazing start.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Pack 3 Pick 9: Restoration Specialist
Restoration Specialist
2.5 Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
Blossoming Defense
2.0 This is a nice trick that has additional utility against removal spells thanks to Hexproof.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Pack 3 Pick 10: Aether Theorist
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Aether Theorist
2.0 This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Pack 3 Pick 11: Aviary Mechanic
Aviary Mechanic
2.5 This has a solid baseline as a bear, and its ETB ability actually does something like half the time, and that’s pretty nice.
Night Market Aeronaut
1.5 There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
Unbridled Growth
1.0 This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Pack 3 Pick 12: Implement of Malice
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Built to Last
2.0 This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
Pack 3 Pick 13: Ornithopter
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Pack 3 Pick 14: Ornithopter
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.