Electrostatic Pummeler
1.0 There just aren’t enough way to pump the pummeler or to make a ton of energy for this to be worth it in most of the time.
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.
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.
Glimmer of Genius
3.0 Scry 2 + Draw 2 lets you see a large percentage of cards in your small Limited deck, and that’s great – and throwing in Energy definitely matters in this format.
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.
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.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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.
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.
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.
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.
Pack 1 Pick 2: Harnessed Lightning
Disallow
1.5 This is an alright counterspell for Limited since it can deal with so many different things, but you still won’t play it that often.
Untethered Express
4.0 This is probably the best Uncommon in the set. Crew 1 is really low, and this can quickly grow to the point where opposing creatures just can’t block it effectively.
Harnessed Lightning
4.0 Two mana for 3 damage is also premium removal, and this has the upside of getting better with more Energy.
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.
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.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
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.
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.
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.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
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.
Pack 1 Pick 3: Chandra's Revolution
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.
Glimmer of Genius
3.0 Scry 2 + Draw 2 lets you see a large percentage of cards in your small Limited deck, and that’s great – and throwing in Energy definitely matters in this format.
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.
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
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.
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.
Chandra's Revolution
3.0 4 mana for 4 damage at Sorcery speed isn’t the most amazing thing, and the land tap down part of the card doesn’t give it much of an upgrade. Still, it is reasonably efficient removal.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Pack 1 Pick 4: Skywhaler's Shot
Skywhaler's Shot
3.5 This kills a lot of stuff very efficiently and at Instant speed, and the Scry improves your next draw at the same time, which definitely makes this premium.
Sage of Shaila's Claim
1.5 Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
Aether Tradewinds
1.0 This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
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.
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.
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!
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.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
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.
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.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Pack 1 Pick 5: Cloudblazer
Key to the City
3.5 This ends up letting you loot and make creatures unblockable, and that’s a pretty nice to have around to close out a game.
Weldfast Engineer
3.5 This asks not only for Artifacts, but artifact creatures in particular. However, you’ll have them in this format, since there are lots of Servos among the other artifacts. And, making a servo into a 3/1 every turn can be a real problem for your opponent on many board states.
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.
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.
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.
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.
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro 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.
Pack 1 Pick 6: Aether Theorist
Weldfast Engineer
3.5 This asks not only for Artifacts, but artifact creatures in particular. However, you’ll have them in this format, since there are lots of Servos among the other artifacts. And, making a servo into a 3/1 every turn can be a real problem for your opponent on many board states.
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.
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.
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.
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 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.
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.
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.
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.
Pack 1 Pick 7: Ice Over
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
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.
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.
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.
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.
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.
Era of Innovation
1.0 This looks like it would be a pretty sweet buildaround, but its mostly a dud. The set does have lots of artifacts and artificers, but getting to 6 energy with this is really hard, and it has the problem of not adding to the board in any significant way in the mean time. Sure, if you get to draw those three cards with it you probably win, but by playing a two mana card that doesn’t do anything up front, you are drastically decreasing your chances of lasting long enough to do that in the first place!
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.
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.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
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.
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.
Conviction
1.0 This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
Pack 1 Pick 9: Eager Construct
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.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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.
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.
Pack 1 Pick 10: Disallow
Disallow
1.5 This is an alright counterspell for Limited since it can deal with so many different things, but you still won’t play it that often.
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.
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.
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.
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.
Pack 1 Pick 11: Workshop Assistant
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.
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.
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.
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.
Pack 1 Pick 12: Shipwreck Moray
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.
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.
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
Pack 1 Pick 13: Underhanded Designs
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
Pack 1 Pick 14: Fortuitous Find
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 1: Empyreal Voyager
Oath of Ajani
3.0 The planeswalker part of the card is almost irrelevant in Limited, but putting a +1/+1 counter on all of your creatures is pretty good in GW, so that’s okay.
Ravenous Intruder
2.0 This is a pretty threatening attacker even with just a single artifact on the table, and if you have more, it can be a real problem for the opponent. Problem is, you don’t always have artifacts you want to give up to pump the Intruder.
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.
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
Fireforger's Puzzleknot
1.5 So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Foundry Screecher
2.5 This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
Riparian Tiger
2.0 This isn’t the greatest finisher ever for Green energy decks, but you could do worse too. Even without any other help, it is a 5-mana 4/4 Trampler that attacks as a 6/6 the first time it attacks, and that’s a creature that is very difficult to effectively block.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Ice Over
2.5 It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
Pack 2 Pick 2: Skywhaler's Shot
Dark Intimations
2.5 You’re basically never going to be able to trigger the Bolas part, but this is actually a pretty decent card, though not really one worth going into three colors for on its own. If you are in those three colors though, this ends up getting rid of an opposing creature and a card in their hand while you get a creature back and draw a card, and that’s not bad for 5 mana.
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.
Skywhaler's Shot
3.5 This kills a lot of stuff very efficiently and at Instant speed, and the Scry improves your next draw at the same time, which definitely makes this premium.
Arborback Stomper
4.0 It is kind of amazing how much this does for you. The fairly efficient trampling body coupled with +5 life is just a big deal, and often enough to get you back at parity from behind. It really helps you stabilize against the format’s 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.
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.
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.
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.
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.
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.
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.
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 3: Wispweaver Angel
Kari Zev, Skyship Raider
3.5 Kari Zev on turn two is tough to beat. She and her monkey friend will do a ton of damage before your opponent can ever block her, especially if you back her up with tricks and cheap removal spells. She’s less impressive in the mid to late game of course, but she also represents some pretty significant damage, and has decent stats too.
Pacification Array
4.0 This is pretty much Icy Manipulator, though costing two to tap the thing does weaken it some. But hey, it only costs one to cast in the first place, and turns on all sorts of Artifact synergy. This is one of the best Uncommons in the set.
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.
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.
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.
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.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
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.
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.
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.
Barricade Breaker
2.5 Powering this out with Improvise on turn 5 is pretty doable, and it is a real problem when that’s the case, though it does usually eventually meet its end since it won’t stop attacking.
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.
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 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!
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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.
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.
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 2 Pick 5: Padeem, Consul of Innovation
Padeem, Consul of Innovation
3.5 Padeem is quite good in this set thanks to the large number of Artifacts. Granting them hexproof on its own actually matters a fair bit in the format, but the real value comes from Padeem’s ability to draw you cards. It doesn’t really take building around to take advantage of that. She’ll draw you a decent number of cards just in a regular Limited deck in this format.
Whirlermaker
1.5 This is really slow, but if you’re a control deck, it does a decent job as a win condition.
Quicksmith Genius
2.5 A three mana 3/2 that rummages sometimes is fine, but not much more than that.
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.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
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.
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.
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.
Pack 2 Pick 6: Prophetic Prism
Greenbelt Rampager
2.5 So, if you have this in your opening hand, you can just play it on turn one, then you can play it twice on turn two and actually have it stick in play. In that case, you pay 3 mana for a 3/4 , and you pay the mana across two separate turns. That’s a pretty big creature that early! Obviously, you won’t always get it in your opening hand, but In the later part of the game, you still get a ¾ body, and in some decks you can even devise ways to make it a repetable source of energy.
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!
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
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.
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 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!
Pack 2 Pick 7: Gearseeker Serpent
Paradoxical Outcome
0.0 This card is pretty much impossible to make work in Limited.
Blossoming Defense
2.0 This is a nice trick that has additional utility against removal spells thanks to Hexproof.
Alley Evasion
1.0 This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
Implement of Examination
2.0 So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
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 8: Countless Gears Renegade
Inspiring Vantage
3.0 These give you good fixing and will come into play untapped in the early game, which is nice.
Whirlermaker
1.5 This is really slow, but if you’re a control deck, it does a decent job as a win condition.
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.
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
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.
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.
Woodweaver's Puzzleknot
1.5 If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
Pack 2 Pick 9: Oath of Ajani
Oath of Ajani
3.0 The planeswalker part of the card is almost irrelevant in Limited, but putting a +1/+1 counter on all of your creatures is pretty good in GW, so that’s okay.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
Pendulum of Patterns
0.5 Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
Foundry Screecher
2.5 This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
Pack 2 Pick 10: Dark Intimations
Dark Intimations
2.5 You’re basically never going to be able to trigger the Bolas part, but this is actually a pretty decent card, though not really one worth going into three colors for on its own. If you are in those three colors though, this ends up getting rid of an opposing creature and a card in their hand while you get a creature back and draw a card, and that’s not bad for 5 mana.
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.
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.
Leave in the Dust
2.5 Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
Pack 2 Pick 11: Leave in the Dust
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Lathnu Sailback
0.5 You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
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 12: Aether Inspector
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
Conviction
1.0 This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
Pack 2 Pick 13: Malfunction
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Pack 2 Pick 14: Herald of the Fair
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 1: Wispweaver Angel
Aetherflux Reservoir
0.0 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
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.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
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.
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.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red 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.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
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.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Pack 3 Pick 2: Animation Module
Animation Module
3.5 This can really go nuts. This format has a ton of +1/+1 counters, especially in BG, and having the option to make a Servo every time you put one of those counters on something is great. The activated ability is a little clunky, but it’s a pretty decent mana sink.
Ravenous Intruder
2.0 This is a pretty threatening attacker even with just a single artifact on the table, and if you have more, it can be a real problem for the opponent. Problem is, you don’t always have artifacts you want to give up to pump the Intruder.
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.
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!
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!
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 3: Bastion Mastodon
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Vengeful Rebel
3.5 If this just also had its ETB effect, it would be completely insane, since you would just add a 3-mana 3/2 to the board and kill something. Obviously, the Revolt requirement makes it significantly less insane, and this will just be the 3/2 a little more often than you’d like. Still, when you do get Revolt going, it will still feel like you’re doing something amazing.
Ridgescale Tusker
4.5 Yeah, this is an Uncommon, but it just feels like a bomb in this format. It isn’t hard to go wide, it is a 5-mana 5/5, and it has an immediate and large impact on just about every board it can come down on.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Fabrication Module
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
Pack 3 Pick 5: Shrewd Negotiation
Shrewd Negotiation
2.5 This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
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.
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.
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.
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.
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 6: Mobile Garrison
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.
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.
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.
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.
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.
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.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Pack 3 Pick 7: Revoke Privileges
Nature's Way
3.5 Your creature doesn’t get a stats boost from this, so it has to already be decently sized for this to be worth it – but the good news is, you’re in Green, and that’s just going to be the case most of the time! Also, it doesn’t “fight.” The damage it does is one-sided, so your creature’s toughness doesn’t matter! And the keywords it gives are pretty nice too, especially since you probably just got rid of a blocker.
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.
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.
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
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.
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.
Pack 3 Pick 8: Glint-Sleeve Artisan
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.
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.
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Ice Over
2.5 It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
Glint-Sleeve Artisan
3.0 This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
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 9: Aetherflux Reservoir
Aetherflux Reservoir
0.0 This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
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.
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play 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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Implement of Malice
2.0 If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
Pack 3 Pick 10: Weldfast Wingsmith
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!
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.
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.
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.
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.
Pack 3 Pick 11: Tezzeret's Ambition
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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.
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.
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.
Pack 3 Pick 12: Glint-Sleeve Artisan
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.
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.
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 3 Pick 13: Alley Evasion
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.
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 14: Metallic Rebuke
Metallic Rebuke
1.0 Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.