Midnight Oil
4.0 The downside here might look big, but in reality it just ends up being a card advantage engine. Now, you do need to have a reasonably low curve and be pretty aggressive to get full value out of Midnight Oil, but once you do, it will be pretty incredible. Your opponent just won’t be able to keep up with all the extra cards you draw, and even once you run out of counters, you’ll find yourself able to stay away from being damage much by it.
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.
Aethertorch Renegade
2.5 This gives you a ton of energy up front, which is pretty nice! Not so nice is the amount of energy it takes to use its abilities. Pinging stuff is good and all, but it doesn’t do something on every board state, and 2 energy is pretty steep. Sometimes you’ll get there enough on an energy deck for the 6 damage effect, but don’t hold your breath.
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.
Gearseeker Serpent
3.0 This is a very nice Common for Blue decks in this format, which really like Artifacts. It often costs 4 or 5 mana, and is a great finisher in this format thanks to its bulk and potential evasiveness.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro 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.
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.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
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.
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 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 1 Pick 2: Unlicensed Disintegration
Aethertorch Renegade
2.5 This gives you a ton of energy up front, which is pretty nice! Not so nice is the amount of energy it takes to use its abilities. Pinging stuff is good and all, but it doesn’t do something on every board state, and 2 energy is pretty steep. Sometimes you’ll get there enough on an energy deck for the 6 damage effect, but don’t hold your breath.
Peema Aether-Seer
2.0 This has pretty ugly stats for the cost, the ability is pretty expensive and situational. Sometimes it will let you take down an opponent’s key creature, but chances are good that they’re attacking with their best creature anyway, so it isn’t like it will always be able to do something. Plus, you have to have a creature large enough to win combat with the creature you target, which is also far from guaranteed.
Unlicensed Disintegration
4.0 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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
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.
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.
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.
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.
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.
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Pack 1 Pick 3: Alley Strangler
Airdrop Aeronauts
3.5 A 5-mana 4/3 flyer is a passable card, and this will gain you 5 life often enough to be a pretty nice creature for your deck.
Tezzeret's Touch
3.0 Making any ol’ artifact into a 5/5 for three mana wouldn’t be that good, because it would set you up for a 2-for-1 without that much of a payoff. However, Tezzeret’s touch gets around that by giving you the artifact back when it dies, and that makes it pretty nice. However, it is kind of awkward that it doesn’t work with Servos, which are one of the more attractive targets for an effect like this.
Winding Constrictor
3.5 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
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.
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.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
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.
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 4: Welding Sparks
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
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.
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.
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.
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.
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.
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.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Pack 1 Pick 5: Chandra's Pyrohelix
Maulfist Revolutionary
4.0 This has great stats + trample, and also gives you extra +1/+1 counters and energy, both things Green decks are interested in.
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.
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.
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.
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.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
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.
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.
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 1 Pick 6: Revoke Privileges
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
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.
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.
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.
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.
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.
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Pack 1 Pick 7: Renegade Map
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
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.
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.
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Pack 1 Pick 8: Fen Hauler
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Revoke Privileges
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro 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.
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.
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.
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 1 Pick 10: Implement of Malice
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
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.
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Pack 1 Pick 11: Glint-Sleeve Artisan
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.
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.
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.
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 1 Pick 12: Aether Inspector
Weldfast Wingsmith
2.0 This has mediocre starting stats, but it does gain Flying often enough to be a decent inclusion in artifact-heavy decks.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Pack 1 Pick 13: Fireforger's Puzzleknot
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.
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: Aether Tradewinds
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.
Pack 2 Pick 1: Hungry Flames
Fumigate
4.5 Wraths can reshape the board in a way basically no other cards can, and that always makes them pretty attractive in Limited, because they can bail you out of situations that virtually no other card can. And sure, this costs 5 and your opponent normally gets to untap and rebuild their board first, but the life you gain from Fumigate helps offset that a little bit.
Hungry Flames
4.0 3 mana to kill an X/3 and do 2 damage to your opponent is a great rate.
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Spire Patrol
3.5 This adds a reasonably efficient flyer to the board while locking down your opponent’s best creature for a turn cycle, so it does a great job of helping you stabilize or press an advantage.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
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.
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.
Narnam Cobra
2.5 Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
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.
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.
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.
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.
Pack 2 Pick 2: Aetherborn Marauder
Chief of the Foundry
3.0 This format has plenty of artifact creatures for the Chief to pump, and that means it often comes down and changes the board immediately.
Visionary Augmenter
3.5 With some of these Fabricate creatures, you will pretty frequently choose the +1/+1 counter option – but that’s not true here. A 4-mana 2/1 and two 1/1s is just way better than a 4-mana 4/3, especially in a color that has two nice payoffs for going wide at COMMON (Dawnfeather Eagle and Inspired Charge). But yeah, point is, this card’s very good.
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!
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
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.
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.
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!
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
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.
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.
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.
Pack 2 Pick 3: Prophetic Prism
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Consulate Skygate
0.5 Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Ruinous Gremlin
1.5 This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
Pack 2 Pick 4: Defiant Salvager
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
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.
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
Pack 2 Pick 5: Weldfast Monitor
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.
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.
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.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
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.
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.
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.
Pack 2 Pick 6: 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.
Wind-Kin Raiders
3.5 If you can cast this for 5, it feels pretty good, and that’s very easy to do. Anything less than that and you really feel like you’re getting a steal.
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.
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.
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.
Maulfist Squad
2.5 Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
Implement of 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.
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.
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 2 Pick 7: Chandra's Revolution
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.
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.
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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.
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.
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 8: Night Market Aeronaut
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!
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.
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.
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.
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.
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.
Pack 2 Pick 9: Night Market Lookout
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Spire Patrol
3.5 This adds a reasonably efficient flyer to the board while locking down your opponent’s best creature for a turn cycle, so it does a great job of helping you stabilize or press an advantage.
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.
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.
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.
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.
Pack 2 Pick 10: Fen Hauler
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
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.
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.
Pack 2 Pick 11: Hinterland Drake
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Hinterland Drake
2.5 This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
Pack 2 Pick 12: Eddytrail Hawk
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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 2 Pick 13: Alley Evasion
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.
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.
Pack 2 Pick 14: Alley Evasion
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.
Pack 3 Pick 1: Noxious Gearhulk
Noxious Gearhulk
5.0 This comes down with a pretty large evasive body and destroys your opponent’s best creature while also gaining you life. That can turn the game around in a really big way, and that makes this an incredible bomb.
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.
Fabrication Module
3.5 If you’re good at making Energy, this is a pretty darn powerful payoff for it, as getting those +1/+1 counters is a big deal. In the late game, its ability basically gives you an energy AND a +1/+1 counter too, and that’s not a terrible mana sink.
Whirlermaker
1.5 This is really slow, but if you’re a control deck, it does a decent job as a win condition.
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.
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.
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.
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.
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.
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.
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.
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.
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 2: Freejam Regent
Freejam Regent
4.5 If you always had to pay 6 for this, it would still be like a 3.5, so adding Improvise to the mix is obviously amazing, since you will pay 4-5 for it pretty often, allowing it to come down and dominate the skies even earlier.
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.
Whirlermaker
1.5 This is really slow, but if you’re a control deck, it does a decent job as a win condition.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 3: Spireside Infiltrator
Skyship Plunderer
3.0 This has nice evasive stats, and it can give you some extra Energy, which is no small thing.
Cloudblazer
4.0 This is quite the signpost uncommon! It basically gives you a 3-for-1 and gains you some life to give you a better chance of surviving long enough to use those cards, which is great.
Creeping Mold
1.0 This does kill a lot of Artifacts, but as a 4 mana Sorcery, it is too clunky to be worth it most 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.
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.
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.
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.
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.
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.
Commencement of Festivities
0.5 Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
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.
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 3 Pick 4: Mobile Garrison
Toolcraft Exemplar
2.5 This will often be a 3/2 on your turn without a whole lot of effort, and that is a statline that can attack effectively for quite awhile. Giving it First Strike won’t be quite as easy, but if you can do that this can rumble virtually all game long.
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Aerial Responder
3.5 This just has great stats and keywords. It often finds itself being able to attack effectively in the sky and block effectively during your opponent’s turn, and it gains you life while it does! Just a great deal for 3 mana.
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.
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.
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.
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.
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.
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.
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 3 Pick 5: Implement of Malice
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.
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.
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.
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.
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.
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.
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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 6: Fen Hauler
Spire Patrol
3.5 This adds a reasonably efficient flyer to the board while locking down your opponent’s best creature for a turn cycle, so it does a great job of helping you stabilize or press an advantage.
Inventor's Apprentice
1.5 If your deck can have this be a 2/3 reasonably consistently, it is a sort of alright card, as a 2/3 body is at least somewhat relevant even late, but it isn’t exactly blowing your opponent away either.
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.
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.
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.
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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 7: Night Market Aeronaut
Empyreal Voyager
3.5 This has solid stats and can supply you with Energy, which you’re very interested in UG, so it’s a pretty nice card to have.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Embraal Bruiser
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 9: Subtle Strike
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
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.
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.
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.
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 10: Whirlermaker
Whirlermaker
1.5 This is really slow, but if you’re a control deck, it does a decent job as a win condition.
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.
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.
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.
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.
Pack 3 Pick 11: Impeccable Timing
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.
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.
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.
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 3 Pick 12: Engineered Might
Engineered Might
2.5 This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
Aviary Mechanic
2.5 This has a solid baseline as a bear, and its ETB ability actually does something like half the time, and that’s pretty nice.
Night Market 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.
Pack 3 Pick 13: Servo Schematic
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.
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.
Pack 3 Pick 14: Propeller Pioneer
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.