Cultivator's Caravan
4.0 This is a huge efficient creature when it can be crewed, and it can also give you some ramp and fixing. That’s a pretty awesome package.
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.
Whirlermaker
1.5 This is really slow, but if you’re a control deck, it does a decent job as a win condition.
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 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.
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.
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.
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.
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.
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.
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 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.
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.
Pack 1 Pick 2: Maulfist Revolutionary
Wildest Dreams
2.5 This is pretty slow, but by the late game in can get you back a whole bunch of cards. Now, granted, you have to tap out and not add to the board when you do it most of the time, but that’s okay. And, in a fail case, you can just pay three with it to return one thing to your hand, and that’s not too shabby in a pinch. So yeah, reasonable floor here and an insane ceiling.
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
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.
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.
Impeccable Timing
2.5 This is situational, but the format does have a significant number of small creatures, and people will inevitably be attacking or blocking, so you’ll find yourself playing this a decent chunk of the time.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
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.
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.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
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 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 1 Pick 3: Kujar Seedsculptor
Dynavolt Tower
1.0 // 3.5 So, even if you end up with a ton of spells, you have to cast three before this can use its ability the first time. That’s way too slow. The good news is, if you have other Energy sources, you can get it going a little more effectively – but your deck has to have both a lot of energy and a lot of instants and sorceries to get this going, and that just won’t be most decks.
Siege Modification
1.0 So, this is a crazy swingy card. If you get a vehicle down early and slap this on it, your opponent just dies if they don’t have an answer. Problem is, if they do have that answer, you probably lose as a result of the devastating 2-for-1 you just endured that probably left you with almost no board state. That’s generally too risky for me.
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.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
Select for Inspection
2.0 One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
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.
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!
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Dukhara Peafowl
2.5 This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
Pack 1 Pick 4: Foundry Screecher
Blooming Marsh
3.0 These give you good fixing and will come into play untapped in the early game, which is nice.
Make Obsolete
1.0 This is mostly something you’ll bring in out of your sideboard in Bo3, though there are enough X/1s in the format that it isn’t completely terrible to main deck.
Speedway Fanatic
2.0 Giving Vehicles haste is nice, and a two mana 2/1 with Haste isn’t the worst thing ever, either.
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.
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.
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.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
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 1 Pick 5: Hidden Stockpile
Shielded Aether Thief
2.5 This blocks a lot of stuff in this format pretty well, and makes you energy while doing it! Drawing a card with energy is a pretty nice payoff too.
Hidden Stockpile
3.0 On its own, you can sacrifice a servo to it every turn to Scry, and then get a Servo at the end of every turn. In addition to just being a funny little value engine, it also helps trigger other Revolt cards, and BW is fairly interested in that.
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.
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.
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.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
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.
Sky Skiff
2.5 The mana and crew cost here are both quite low, and thanks to Flying this can attack pretty much all game long.
Pack 1 Pick 6: Aether Poisoner
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.
Eager Construct
1.5 If you need a two drop or an Artifact, you could do worse.
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!
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
Welding Sparks
4.0 This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
Reckless Fireweaver
2.5 This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
Pack 1 Pick 7: Maulfist Squad
Sly Requisitioner
2.0 I really wanted this to be awesome, because it seems like a lot of fun as a value-engine type card, but it just doesn’t get there as often as you’d like. It is expensive for such a mediocre statline, even with Improvise, and cranking out 1/1s with it is harder to do than you might think, especially because it only counts nontokens.
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.
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.
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.
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.
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.
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.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Pack 1 Pick 8: Midnight Oil
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.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Peema Outrider
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.
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.
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.
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.
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.
Pack 1 Pick 10: Ceremonious Rejection
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Cathartic Reunion
1.0 This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
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.
Pack 1 Pick 11: Aviary Mechanic
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.
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.
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!
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.
Pack 1 Pick 12: 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.
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.
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 1 Pick 13: Universal Solvent
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 1 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 2 Pick 1: Bristling Hydra
Bristling Hydra
4.5 This is a 4-mana 4/3 that threatens to gain a counter and gain hexproof from the moment it hits the table, and that’s really good. It means your opponent’s removal is almost useless against it, and its size is also a problem as both a blocker or attacker, and if your deck is good at producing energy, it becomes even more of a problem.
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.
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.
Ornithopter
1.0 There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
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.
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.
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.
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.
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.
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.
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.
Prakhata Pillar-Bug
2.5 Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
Pack 2 Pick 2: Heroic Intervention
Heroic Intervention
2.0 People always overrate this kind of card because they see “Hexproof” and “Indestructible.” And, yeah, those are two really strong keywords, but finding a way to utilize a card like this is harder than it looks. It isn’t bad, but it just isn’t the bomb that I think a lot of players think it will be – a card this situational just can’t be! Sure, it can be used to help a bunch of creatures survive combat, or to blank a removal spell and things like that, but again – try playing with the card, and you’ll see just how often having it in your hand just doesn’t matter.
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!
Gearshift Ace
3.5 This has really good base stats, and being able to give Vehicles first strike is very real upside.
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.
Revolutionary Rebuff
1.0 This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
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.
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.
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.
Cogworker's Puzzleknot
2.5 This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Kujar Seedsculptor
3.0 You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
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.
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 3: Weaponcraft Enthusiast
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.
Veteran Motorist
3.5 Most of the time, this will kill your opponent’s best creature and bolt your opponent in the face. If that’s not premium removal, I don’t know what is.
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.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
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.
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.
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.
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.
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 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 4: Druid of the Cowl
Demolition Stomper
1.0 Most of the vehicles in this set are solid or better. This isn’t one of them. Yeah, its huge when it gets going, but Crew 5 is massive and even if really small creatures can’t block it, its still very chumpable, and takes a lot of set up.
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.
Speedway Fanatic
2.0 Giving Vehicles haste is nice, and a two mana 2/1 with Haste isn’t the worst thing ever, either.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
Universal Solvent
1.5 If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
Die Young
3.0 This is a nice removal spell. At worst, it is two mana to give something -2/-2, and if you have other energy around, it can take down larger things.
Spireside Infiltrator
2.5 This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
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.
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.
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.
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 5: Winding Constrictor
Depala, Pilot Exemplar
4.0 This set has lots of Dwarves and Vehicles for Depala to pump, and its pretty sweet that she has a mana sink ability that triggers when she taps – which can be from crewing vehicles or attacking. So, if you’re flooding out, you can put the mana into that ability and you have a decent chance at finding something useful.
Ballista Charger
2.5 This isn’t as exciting as some of the other vehicles in the set, but it is big and can pick off small creatures or damage the opponent when it attacks.
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.
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.
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.
Mind Rot
1.0 This is basically never good in Limited, and that’s not different here!
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
Bastion Mastodon
2.5 Being an artifact matters in this set, and this offers a decent body that can gain Vigilance. Like the rest of this cycle, Bastion Mastodon is pretty solid.
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.
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.
Pack 2 Pick 6: Winding Constrictor
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.
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.
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.
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.
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.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
Ornamental Courage
1.0 This isn’t a great trick. The small power boost doesn’t help you win very many combats.
Ice Over
2.5 It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
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.
Pack 2 Pick 7: Highspire Artisan
Ceremonious Rejection
0.5 Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
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.
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.
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.
Built to Smash
2.0 This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
Night Market 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.
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 2 Pick 8: Foundry Screecher
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.
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.
Rush of Vitality
1.5 This is a decent trick that you’ll run in some of your aggro decks.
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.
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.
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.
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.
Pack 2 Pick 9: 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.
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.
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.
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.
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.
Pack 2 Pick 10: Kujar Seedsculptor
Gearshift Ace
3.5 This has really good base stats, and being able to give Vehicles first strike is very real upside.
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.
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.
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 11: Wild Wanderer
Veteran Motorist
3.5 Most of the time, this will kill your opponent’s best creature and bolt your opponent in the face. If that’s not premium removal, I don’t know what is.
Wild Wanderer
2.5 This actually provides some reasonable fixing and ramp, and is large enough to trade.
Dukhara Peafowl
2.5 This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
Frontline Rebel
2.0 The aggressive decks in the format tend to feel fine about including this in their deck, even if it is a 3-mana 3/3 with downside.
Pack 2 Pick 12: Sage of Shaila's Claim
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.
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.
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 2 Pick 13: Night Market Lookout
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.
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 2 Pick 14: Precise Strike
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.
Pack 3 Pick 1: Sky Skiff
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.
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.
Blossoming Defense
2.0 This is a nice trick that has additional utility against removal spells thanks to Hexproof.
Decoction Module
1.5 This gives you a bunch of energy over the course of the game, and can help you rebuy ETB effects, but in most decks it doesn’t really feel worth it.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
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.
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.
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!
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
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.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
Prophetic Prism
3.0 The fac this replaces itself is a pretty big deal. Most of the time filter artifacts aren’t worth a card, but this is literally worth a card and then some because of that. And, this format really cares about artifacts.
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 2: Skywhaler's Shot
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.
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.
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.
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.
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.
Thriving Turtle
2.5 If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
Tezzeret's Ambition
1.5 This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
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.
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.
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.
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.
Propeller Pioneer
3.0 This is another nice card that really gets you going wide, and having the option to make it a 4-mana 3/2 Flyer when that’s what you need is pretty nice.
Pack 3 Pick 3: Renegade Map
Confiscation Coup
4.5 Mind Control effects are crazy strong in Limited, since they effectively destroy an opposing creature and you get a copy of it, and Confiscation Coup can’t be dealt with as easily as Aura-based versions of the effect. Sure, it is somewhat limited on what it can steal since you need Energy, but paying 5 to steal a 4-mana card is great, and if you have enough spare energy, it can steal pretty much anything! This is a bomb.
Restoration Specialist
2.5 Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
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.
Renegade Map
3.0 This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
Irontread Crusher
2.0 This vehicle isn’t as exciting as some of the others, but it can do the job.
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.
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.
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.
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.
Druid of the Cowl
2.5 This has decent stats and ramps your mana, which makes it a solid card.
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 3 Pick 4: Riparian Tiger
Decoction Module
1.5 This gives you a bunch of energy over the course of the game, and can help you rebuy ETB effects, but in most decks it doesn’t really feel worth it.
Riparian Tiger
2.0 This isn’t the greatest finisher ever for Green energy decks, but you could do worse too. Even without any other help, it is a 5-mana 4/4 Trampler that attacks as a 6/6 the first time it attacks, and that’s a creature that is very difficult to effectively block.
Weldfast Wingsmith
2.0 This has mediocre starting stats, but it does gain Flying often enough to be a decent inclusion in artifact-heavy decks.
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.
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.
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.
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.
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.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Pack 3 Pick 5: Night Market Lookout
Restoration Gearsmith
4.0 This almost always has something to get back for you, and that means it is almost always an easy 2-for-1.
Gearshift Ace
3.5 This has really good base stats, and being able to give Vehicles first strike is very real upside.
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.
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.
Eddytrail Hawk
2.5 Giving other stuff flying can have a pretty big impact, and the Hawk can do it twice without any outside help, making it a decent card.
Night Market 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.
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.
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.
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
Pack 3 Pick 6: Night Market Lookout
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.
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.
Nimble Innovator
1.5 4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Aether Inspector
2.0 This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
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.
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.
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.
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 7: Night Market Aeronaut
Ovalchase Dragster
2.5 This has huge power for only 4 mana and crew 1, and can often get in for 6 the first time without being blocked. It doesn’t always happen – especially in a format with a bunch of Servos – but even if they lose a servo and take 5, it doesn’t feel too bad. If you do get in that first time though, the Dragster is pretty incredible.
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.
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.
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.
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.
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.
Malfunction
3.0 4 mana is a little clunky, but this shuts down most creatures and artifacts in the 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.
Pack 3 Pick 8: Universal Solvent
Veteran Motorist
3.5 Most of the time, this will kill your opponent’s best creature and bolt your opponent in the face. If that’s not premium removal, I don’t know what is.
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.
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.
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.
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.
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.
Pack 3 Pick 9: Live Fast
Weldfast Monitor
2.5 Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
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.
Appetite for the Unnatural
2.0 This is a passable main deck card in this format since there are plenty of targets.
Live Fast
2.0 Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
Precise Strike
1.5 This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
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 10: Foundry Screecher
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.
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.
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.
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.
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 11: Consulate Turret
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.
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.
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 3 Pick 12: Reservoir Walker
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.
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.
Inspired Charge
0.5 // 2.5 You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
Pack 3 Pick 13: Gearshift Ace
Gearshift Ace
3.5 This has really good base stats, and being able to give Vehicles first strike is very real upside.
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.