Yahenni's Expertise
3.5 If you can cast this and get the free spell out of it, you’ll feel like you’re really getting there, since it will often just wipe the board and give you something to put on it immediately, which gets around one of the downsides of sweepers – your opponent usually gets to rebuild before you do.
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.
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.
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.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
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.
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.
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.
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.
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 2: Torrential Gearhulk
Torrential Gearhulk
5.0 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.
Monstrous Onslaught
3.0 This is super clunky as a 5-mana Sorcery, but being able to divide damage is big, and doing 4 or so with it isn’t that far-fetched. You can often get a 2-for-1 if you are doing 4+, and sometimes this will do a lot more than that.
Make Obsolete
1.0 This is mostly something you’ll bring in out of your sideboard in Bo3, though there are enough X/1s in the format that it isn’t completely terrible to main deck.
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.
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.
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.
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.
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.
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.
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.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
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.
Sky Skiff
2.5 The mana and crew cost here are both quite low, and thanks to Flying this can attack pretty much all game long.
Pack 1 Pick 3: Fatal Push
Gifted Aetherborn
3.5 This has great stats, gains you life, and can trade with anything. Not much more to say about it!
Fatal Push
4.0 So, even without Revolt, Fatal Push would be an okay removal spell in this format. It kills lots of stuff! Obviously though, you want to be getting revolt going, and when you do, it is going to be one of the best cards in your deck. It can’t kill anything, but it only costs one mana and kills most things, so I’ll take it.
Speedway Fanatic
2.0 Giving Vehicles haste is nice, and a two mana 2/1 with Haste isn’t the worst thing ever, either.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
Sky Skiff
2.5 The mana and crew cost here are both quite low, and thanks to Flying this can attack pretty much all game long.
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.
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.
Pack 1 Pick 4: Prophetic Prism
Fatal Push
4.0 So, even without Revolt, Fatal Push would be an okay removal spell in this format. It kills lots of stuff! Obviously though, you want to be getting revolt going, and when you do, it is going to be one of the best cards in your deck. It can’t kill anything, but it only costs one mana and kills most things, so I’ll take it.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
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.
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.
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 5: Servant of the Conduit
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.
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.
Servant of the Conduit
3.5 This is a bear that ramps and fixes for you. And gives you energy. Yeah, that’s a pretty nice Uncommon.
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.
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.
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.
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.
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.
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.
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 1 Pick 6: Riparian Tiger
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.
Fretwork Colony
2.5 If you can play this early, it can take over the game pretty effectively – at least, if your opponent isn’t crazy aggressive. Because, if they are, the Colony and their creatures will quickly lower your life total, and the Colony can’t block! Still, most of the time, you’re going to be favored when you play this early. And, even if you play it late, it usually only takes a couple of turns to become relevant. It is definitely a super swingy card – you will see games won and lost as a result of the Colony on both sides. It has a pretty nice ceiling, but also a pretty bad floor.
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.
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.
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.
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.
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.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
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 1 Pick 7: Aether Theorist
Fateful Showdown
1.5 This card is hard to set up in most Limited games. First, you have to be holding on to cards in your hand for it do anything – and most of the time in the late game you have like 0-1 cards in your hand, so it isn’t exactly going to be lighting up a creature or anything. Now, if you have this in your deck, you are obviously going to be a little more inclined to hold on to cards in your hand, but still – 4mana to do 2 damage and rummage twice just isn’t that good, and won’t even always have a relevant target.
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.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in 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.
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.
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.
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.
Pack 1 Pick 8: Dukhara Peafowl
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Highspire Artisan
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.
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.
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.
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.
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 10: Shipwreck Moray
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.
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.
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.
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.
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.
Pack 1 Pick 11: Reckless Fireweaver
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.
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.
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.
Pack 1 Pick 12: Lifecraft Cavalry
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
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 2 Pick 1: Saheeli Rai
Saheeli Rai
2.5 Saheeli isn’t that great in Limited. You have to have some sort of board state or she can only just do her +1 ability, which – while fine, doesn’t really do that much. Her -2 is certainly powerful, but it also doesn’t do anything to protect her, and needs a worthwhile thing to copy. Her ultimate is pretty powerful of course, but without a built-in way to remove things or protect herself, she’s just not going to get there. She’s solid, but not much more than that.
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.
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.
Essence Extraction
4.0 Doing 3 to something and gaining 3 is great, and even though this can’t hit your opponent, you are going to feel pretty pretty much every time you cast it. Even if you’re behind, killing an X/3 and gaining 3 is enough to pull you back to parity most of the time.
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.
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.
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.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
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.
Sky Skiff
2.5 The mana and crew cost here are both quite low, and thanks to Flying this can attack pretty much all game long.
Pack 2 Pick 2: Aether Swooper
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.
Underhanded Designs
3.0 Most of the value here comes from this turning into a removal spell, but being able to drain the opponent from time to time is nice additional upside. Not every deck will be able to consistently make it into a removal spell, but it isn’t that hard to accomplish either.
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.
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.
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.
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.
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.
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.
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.
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 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!
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.
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: Aethersphere Harvester
Aethersphere Harvester
4.5 This is crazy easy to crew and has massive stats and evasion for its cost, and it can even use up energy to gain you life, at which point your opponent is going to have a challenging time racing you.
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.
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.
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.
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
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.
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 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!
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.
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 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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Pack 2 Pick 4: Unbridled Growth
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
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.
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.
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.
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.
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!
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.
Daring Demolition
4.0 4 mana to kill any creature or artifact is great in this format, even at Sorcery speed. This is premium removal.
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.
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 5: Trophy Mage
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.
Voltaic Brawler
3.5 If you drop this on turn two, it does a pretty good job of taking over the game, since on the next two turns it attacks as a 4/3 with Trample. Now, those boost are temporary, and eventually the Brawler will get a little outclassed, but a 4/3 trampler is relevant on most boards.
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.
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.
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.
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.
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.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
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.
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!
Pack 2 Pick 6: Revolutionary Rebuff
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 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!
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.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
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.
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.
Pack 2 Pick 7: Highspire Infusion
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.
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!
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.
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.
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Pack 2 Pick 8: Glint-Nest Crane
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Sky Skiff
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.
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.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
Sky Skiff
2.5 The mana and crew cost here are both quite low, and thanks to Flying this can attack pretty much all game long.
Pack 2 Pick 10: Self-Assembler
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.
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.
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.
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.
Pack 2 Pick 11: Aether Swooper
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 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!
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 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.
Pack 2 Pick 12: Tezzeret's Ambition
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.
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.
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 3 Pick 9: Peema Outrider
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
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.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Pack 3 Pick 10: Thriving Turtle
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.
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.
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.
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.
Pack 3 Pick 11: Shipwreck Moray
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.
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Pack 3 Pick 12: Woodweaver's Puzzleknot
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.
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.
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 13: Revolutionary Rebuff
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.
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.
Pack 3 Pick 14: Frontline Rebel
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.