Disallow
1.5 This is an alright counterspell for Limited since it can deal with so many different things, but you still won’t play it that often.
Bomat Bazaar Barge
3.0 This doesn’t have as insane of stats as some of the other Vehicles around, but it draws you a card, and that more than makes up for that.
Renegade Rallier
3.0 This asks for a significant amount of work, but it isn’t impossible to set up. For example, if you attack with your two-drop and trade with the opponent, you can just play the Rallier and get it back! That’s a sequence that feels pretty good, and it isn’t outrageous or anything like that. However, sometimes you can’t get Revolt going, or don’t have the right creatures in your graveyard, and in those cases, the Rallier can be a bummer.
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.
Aether Poisoner
3.5 This is another very good Common in this cycle. With death touch, it is a real pain to block or attack through, and that means it often has no problem making that 1/1 token. Attacking with it into a block and making that 1/1 feels pretty good, and it can obviously get even more out of hand!
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.
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.
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.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
Fen Hauler
2.5 This is a solid finisher for Black decks with a decent number of Artifacts. It is quite large, paying 5 for it is pretty realistic, and it can’t be blacked by a ton of creatures in the format, including most of the creature tokens.
Salivating Gremlins
2.5 This will be a 4/3 with Trample on lots of turns, and that’s a relevant body all game long. If you’re really good at making servos, sometimes it will be even bigger!
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Pack 1 Pick 2: Aeronaut Admiral
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Aeronaut Admiral
3.0 This has almost passable stats, and the ability to give Vehicles flying is pretty relevant in the format.
Hazardous Conditions
2.5 So BG likes +1/+1 counters, so the idea here is that you’re only weakening opposing creatures, but that idea quickly disintegrates for two reasons: First, not all of your creatures will have counters, even in a BG deck, and second, your opponent is reasonably likely to have some counters too! And it isn’t like -2/-2 really does enough on all board states anyway. You don’t even always play this in BG, which is a sad thing to say about a signpost uncommon.
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.
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.
Aether Poisoner
3.5 This is another very good Common in this cycle. With death touch, it is a real pain to block or attack through, and that means it often has no problem making that 1/1 token. Attacking with it into a block and making that 1/1 feels pretty good, and it can obviously get even more out of hand!
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.
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.
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.
Dawnfeather Eagle
3.5 This is one of the sets best Commons. It just has such a massive impact on virtually any board state, and that’s a lot to say about a Common! +1/+1 and Vigilance to your whole team while you also add a flying threat to the table is amazing. The stats boost + Vigilance makes it so you can suddenly attack your opponent, both because your creatures get larger and because they have vigilance, making it much harder for your opponent to kill you on the back swing. This is excellent top curve for aggressive White decks in this format, and the best decks often have at least two of these.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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 1 Pick 3: Hidden Stockpile
Hidden Stockpile
3.0 On its own, you can sacrifice a servo to it every turn to Scry, and then get a Servo at the end of every turn. In addition to just being a funny little value engine, it also helps trigger other Revolt cards, and BW is fairly interested in that.
Trophy Mage
0.0 // 2.5 You do need some Instants and Sorceries in your graveyard to make the most of the Gearhulk, but that’s not a big ask by turn 6. The Gearhulk often represents a completely absurd three-for-one, since it can Flash in and ambush an opposing attacker, then cast a spell for free from your graveyard, and then leave behind a 5/6 body that generally has to be answered somehow. Even if the spell it gives you for free is mediocre, it is likely that it is worth a whole card, and if you copy removal, well, you just broke the game even more.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Revoke Privileges
4.0 This is a really effective removal spell, capable of completely shutting down a whole lot of cards in the format for only three mana. The fact it stops Crewing from happening is really important.
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.
Chandra's Revolution
3.0 4 mana for 4 damage at Sorcery speed isn’t the most amazing thing, and the land tap down part of the card doesn’t give it much of an upgrade. Still, it is reasonably efficient removal.
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.
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.
Pack 1 Pick 4: Revoke Privileges
Speedway Fanatic
2.0 Giving Vehicles haste is nice, and a two mana 2/1 with Haste isn’t the worst thing ever, either.
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.
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.
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.
Frontline Rebel
2.0 The aggressive decks in the format tend to feel fine about including this in their deck, even if it is a 3-mana 3/3 with downside.
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.
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.
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.
Revoke Privileges
4.0 This is a really effective removal spell, capable of completely shutting down a whole lot of cards in the format for only three mana. The fact it stops Crewing from happening is really important.
Pack 1 Pick 5: Woodweaver's Puzzleknot
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.
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
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.
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.
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.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
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.
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.
Pack 1 Pick 6: Prophetic Prism
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Frontline Rebel
2.0 The aggressive decks in the format tend to feel fine about including this in their deck, even if it is a 3-mana 3/3 with downside.
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.
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.
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.
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.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
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.
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.
Pack 1 Pick 7: Inventor's Goggles
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
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.
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
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.
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.
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.
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 8: Cogworker's Puzzleknot
Skyship Plunderer
3.0 This has nice evasive stats, and it can give you some extra Energy, which is no small thing.
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.
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.
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.
Hijack
1.0 While there are aggressive decks in this format, I haven’t really found that Hijack is worth it most of the time, even in them. It is basically a blank card until you can use it to do lethal, and that’s too inconsistent.
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.
Pack 1 Pick 9: Eager Construct
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
Salivating Gremlins
2.5 This will be a 4/3 with Trample on lots of turns, and that’s a relevant body all game long. If you’re really good at making servos, sometimes it will be even bigger!
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Pack 1 Pick 10: Aether Theorist
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
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 1 Pick 11: Mind Rot
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
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.
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.
Pack 1 Pick 12: Consulate Turret
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.
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.
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.
Pack 1 Pick 13: Ruinous Gremlin
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 1 Pick 14: Ceremonious Rejection
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Pack 2 Pick 1: Untethered Express
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.
Untethered Express
4.0 This is probably the best Uncommon in the set. Crew 1 is really low, and this can quickly grow to the point where opposing creatures just can’t block it effectively.
Foundry Hornet
2.5 A 4-mana 2/3 Flyer isn’t great, but it is kind of passable. You have to be able to give your opponent’s creatures -1/-1 with this a decent chunk of the time to really get there, but that’s not especially hard to do in Black.
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.
Chandra's Revolution
3.0 4 mana for 4 damage at Sorcery speed isn’t the most amazing thing, and the land tap down part of the card doesn’t give it much of an upgrade. Still, it is reasonably efficient removal.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
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.
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.
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.
Defiant Salvager
1.5 Only being able to sacrifice things at Sorcery speed is rough, even in a format that has a lot of Servos to gobble up.
Aether Poisoner
3.5 This is another very good Common in this cycle. With death touch, it is a real pain to block or attack through, and that means it often has no problem making that 1/1 token. Attacking with it into a block and making that 1/1 feels pretty good, and it can obviously get even more out of hand!
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.
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Pack 2 Pick 2: Tezzeret the Schemer
Tezzeret the Schemer
3.5 This is a planeswalker that gives you fixing, which is kind of nice. He also has a -2 that can act as removal. He can make artifacts on his own, and the format has enough other artifacts, that the -2 giving -2/-2 or -3/-3 isn’t outlandish, and that’s often a pretty good way to take down a creature. His ultimate is nice, and can turn his Etherium Cells into 5/5s, which is pretty cool. Tezzeret’s not a bomb planeswalker who takes over games, but he’s a pretty nice artifact-payoff for UB decks that can certainly help you win games.
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.
Siege Modification
1.0 So, this is a crazy swingy card. If you get a vehicle down early and slap this on it, your opponent just dies if they don’t have an answer. Problem is, if they do have that answer, you probably lose as a result of the devastating 2-for-1 you just endured that probably left you with almost no board state. That’s generally too risky for me.
Trophy Mage
0.0 // 2.5 You do need some Instants and Sorceries in your graveyard to make the most of the Gearhulk, but that’s not a big ask by turn 6. The Gearhulk often represents a completely absurd three-for-one, since it can Flash in and ambush an opposing attacker, then cast a spell for free from your graveyard, and then leave behind a 5/6 body that generally has to be answered somehow. Even if the spell it gives you for free is mediocre, it is likely that it is worth a whole card, and if you copy removal, well, you just broke the game even more.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
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.
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.
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.
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.
Propeller Pioneer
3.0 This is another nice card that really gets you going wide, and having the option to make it a 4-mana 3/2 Flyer when that’s what you need is pretty nice.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
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.
Pack 2 Pick 3: Ovalchase Dragster
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.
Ovalchase Dragster
2.5 This has huge power for only 4 mana and crew 1, and can often get in for 6 the first time without being blocked. It doesn’t always happen – especially in a format with a bunch of Servos – but even if they lose a servo and take 5, it doesn’t feel too bad. If you do get in that first time though, the Dragster is pretty incredible.
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.
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.
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.
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.
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.
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.
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.
Fen Hauler
2.5 This is a solid finisher for Black decks with a decent number of Artifacts. It is quite large, paying 5 for it is pretty realistic, and it can’t be blacked by a ton of creatures in the format, including most of the creature tokens.
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.
Hijack
1.0 While there are aggressive decks in this format, I haven’t really found that Hijack is worth it most of the time, even in them. It is basically a blank card until you can use it to do lethal, and that’s too inconsistent.
Pack 2 Pick 4: Weaponcraft Enthusiast
Weaponcraft Enthusiast
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.
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.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
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.
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.
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.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
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.
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.
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.
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.
Pack 2 Pick 5: Embraal Bruiser
Nature's Way
3.5 Your creature doesn’t get a stats boost from this, so it has to already be decently sized for this to be worth it – but the good news is, you’re in Green, and that’s just going to be the case most of the time! Also, it doesn’t “fight.” The damage it does is one-sided, so your creature’s toughness doesn’t matter! And the keywords it gives are pretty nice too, especially since you probably just got rid of a blocker.
Embraal Bruiser
3.0 This is often a two mana 3/1 with Menace, and that’s a pretty real threat – not just something your opponent can just disregard. It is hard to effectively stop this thing early.
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
Attune with Aether
3.0 This card is sneaky good. It is basically one mana to draw a card and gain two energy, and that’s a great deal. And sure, the card you draw is a land, but that’s fine! It basically lets you play fewer lands in your deck, gives you energy for all the cards that care about that and fixes your mana. It just does so much for only one Green.
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.
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.
Fourth Bridge Prowler
1.5 You can play this and kill something with the ETB a decent chunk of the time, but it does tend to get worse as the game goes on.
Pack 2 Pick 6: Shielded Aether Thief
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Chandra's Pyrohelix
3.0 At worst, this kills an X/2 for two mana, which is fine – and sometimes you can take out 2 X/1s, which will feel amazing. It can also go after your opponent when necessary.
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.
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.
Attune with Aether
3.0 This card is sneaky good. It is basically one mana to draw a card and gain two energy, and that’s a great deal. And sure, the card you draw is a land, but that’s fine! It basically lets you play fewer lands in your deck, gives you energy for all the cards that care about that and fixes your mana. It just does so much for only one Green.
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.
Pack 2 Pick 7: Select for Inspection
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.
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.
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.
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.
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.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
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.
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.
Pack 2 Pick 8: Malfunction
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.
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.
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 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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Pack 2 Pick 9: Thriving Turtle
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.
Chandra's Revolution
3.0 4 mana for 4 damage at Sorcery speed isn’t the most amazing thing, and the land tap down part of the card doesn’t give it much of an upgrade. Still, it is reasonably efficient removal.
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.
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.
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Pack 2 Pick 10: Aether Inspector
Siege Modification
1.0 So, this is a crazy swingy card. If you get a vehicle down early and slap this on it, your opponent just dies if they don’t have an answer. Problem is, if they do have that answer, you probably lose as a result of the devastating 2-for-1 you just endured that probably left you with almost no board state. That’s generally too risky for me.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
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.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
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.
Pack 2 Pick 11: Weldfast Wingsmith
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.
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.
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.
Hijack
1.0 While there are aggressive decks in this format, I haven’t really found that Hijack is worth it most of the time, even in them. It is basically a blank card until you can use it to do lethal, and that’s too inconsistent.
Pack 2 Pick 12: Aether Theorist
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.
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.
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.
Pack 2 Pick 13: Ornamental Courage
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
Pack 2 Pick 14: Alley Strangler
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Pack 3 Pick 1: Shrewd Negotiation
Lost Legacy
0.0 As always, these type of “Lobotomy” or “Cranial Extraction” effects are unplayable in Limited.
Longtusk Cub
3.5 If you play this on turn two, it can just run away with the game, since it will just keep making Energy and making itself larger. Later in the game, it isn’t quite as imposing, but it still represents a very real threat that has to be accounted for.
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.
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.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Attune with Aether
3.0 This card is sneaky good. It is basically one mana to draw a card and gain two energy, and that’s a great deal. And sure, the card you draw is a land, but that’s fine! It basically lets you play fewer lands in your deck, gives you energy for all the cards that care about that and fixes your mana. It just does so much for only one Green.
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.
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.
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.
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.
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.
Chandra's Pyrohelix
3.0 At worst, this kills an X/2 for two mana, which is fine – and sometimes you can take out 2 X/1s, which will feel amazing. It can also go after your opponent when necessary.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
Pack 3 Pick 2: Aetherborn Marauder
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!
Hidden Stockpile
3.0 On its own, you can sacrifice a servo to it every turn to Scry, and then get a Servo at the end of every turn. In addition to just being a funny little value engine, it also helps trigger other Revolt cards, and BW is fairly interested in that.
Renegade Wheelsmith
4.0 This card is great. RW is aggressive enough that blanking a blocker when this attacks can often mean game over for your opponent, and its important to note that it also makes things unable to block when it crews Vehicles, which is nice.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Subtle Strike
2.5 This can often give you a 2-for-1 for only two mana, and that’s great! It won’t always line up that way, but even when it doesn’t it tends to do a pretty good job of making combat go your way.
Attune with Aether
3.0 This card is sneaky good. It is basically one mana to draw a card and gain two energy, and that’s a great deal. And sure, the card you draw is a land, but that’s fine! It basically lets you play fewer lands in your deck, gives you energy for all the cards that care about that and fixes your mana. It just does so much for only one Green.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
Propeller Pioneer
3.0 This is another nice card that really gets you going wide, and having the option to make it a 4-mana 3/2 Flyer when that’s what you need is pretty nice.
Pack 3 Pick 3: Confiscation Coup
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Gearseeker Serpent
Embraal Bruiser
3.0 This is often a two mana 3/1 with Menace, and that’s a pretty real threat – not just something your opponent can just disregard. It is hard to effectively stop this thing early.
Outland Boar
3.5 This definitely isn’t exciting but it has good stats and is hard to block, and that’s a nice thing to have in RG.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 5: Era of Innovation
Era of Innovation
1.0 This looks like it would be a pretty sweet buildaround, but its mostly a dud. The set does have lots of artifacts and artificers, but getting to 6 energy with this is really hard, and it has the problem of not adding to the board in any significant way in the mean time. Sure, if you get to draw those three cards with it you probably win, but by playing a two mana card that doesn’t do anything up front, you are drastically decreasing your chances of lasting long enough to do that in the first place!
Ballista Charger
2.5 This isn’t as exciting as some of the other vehicles in the set, but it is big and can pick off small creatures or damage the opponent when it attacks.
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!
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.
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.
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.
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.
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.
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.
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 3 Pick 6: Woodweaver's Puzzleknot
Rogue Refiner
4.0 This does a whole lot for only three mana! A 3-mana 3/2 that draws you a card would already be quite impressive, so the addition of Energy is great. This helps power your energy synergies while also just being a 2-for-1.
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.
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.
Fourth Bridge Prowler
1.5 You can play this and kill something with the ETB a decent chunk of the time, but it does tend to get worse as the game goes on.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Salivating Gremlins
2.5 This will be a 4/3 with Trample on lots of turns, and that’s a relevant body all game long. If you’re really good at making servos, sometimes it will be even bigger!
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Pack 3 Pick 7: Mobile Garrison
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.
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.
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.
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.
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.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut 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.
Pack 3 Pick 8: Built to Last
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.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
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.
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.
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.
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Pack 3 Pick 9: Alley Strangler
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
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.
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.
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.
Fortuitous Find
2.0 If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
Pack 3 Pick 10: Alley Strangler
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Propeller Pioneer
3.0 This is another nice card that really gets you going wide, and having the option to make it a 4-mana 3/2 Flyer when that’s what you need is pretty nice.
Pack 3 Pick 11: Implement of Malice
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.
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.
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.
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.
Pack 3 Pick 12: Lathnu Sailback
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.
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.
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.
Pack 3 Pick 13: Impeccable Timing
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.
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 3 Pick 14: Fourth Bridge Prowler
Fourth Bridge Prowler
1.5 You can play this and kill something with the ETB a decent chunk of the time, but it does tend to get worse as the game goes on.