Tajic, Legion's Edge
4.5 Tajic comes down and adds a ton of damage to the board, especially if your opponent’s shields are down. He of course brings his own stats, but he will also typically have something to Mentor. Meanwhile, he can keep attacking later in games thanks to his ability to gain first strike, and he even makes it so your opponent can’t do non-combat damage to your other creatures. Now, that last part isn’t that exciting, because Tajic can still die to non-combat damage, and he’s probably what they want to kill anyway – but either way, Tajic is a bomb.
Kraul Swarm
2.5 The Swarm has high power for 5-mana Flyer – that’s enough that it can’t just be ignored, and the fact that it can keep coming back can really present a problem for your opponent.
Lava Coil
4.0 This is great. Two mana for 4 damage is a great rate, and the exile upside actually matters sometimes.
Street Riot
0.0 This is really bad. It is a 5-mana Enchantment that doesn’t add to the board very effectively. Sure, it makes your attacks better, but you need a pretty nice board state for this to enable anything special, and that’s some very real set up. It is a real bummer it doesn’t offer any boost at all on your opponent’s turn.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Prey Upon
2.5 As usual, Green has plenty of beefy creatures around that can really take advantage of this. Just pick your spots with it carefully so you don’t get blown out.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 2: Luminous Bonds
Mausoleum Secrets
0.0 As usual, Tutor effects aren’t very good in Limited. You are basically just paying two to draw a card and not add to the board, and this one make you jump through hoops for it to do anything in the first place.
Undercity Necrolisk
2.5 A 4-mana 3/3 feels kinda rough in this format, but this has a pretty nice ability – gobbling up other creatures to make this evasive and bigger feels good, especially if you have some good fodder.
Swarm Guildmage
3.5 Giving Menace to your whole board can often close out a game, and in the early portion of the game it is just an efficient creature who might gain you a bit of life.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 3: Righteous Blow
Charnel Troll
3.0 This is a pretty good payoff for doing Golgari things, as this gives you an efficient and evasive creature that can end the game pretty quickly! Stocking your graveyard is doable in the format, but not so easy you really want to take this card super early.
Ochran Assassin
2.5 This can create some nasty situations, since it draws the attention of all opposing blockers, which means you can get a pretty nice attack through. Because it has death touch, it also lets you kill at least one blocking creature. Still, this has horrible stats and can be dealt with very cheaply by your opponent.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Swarm Guildmage
3.5 Giving Menace to your whole board can often close out a game, and in the early portion of the game it is just an efficient creature who might gain you a bit of life.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Dead Weight
3.5 This kills a whole lot of stuff in this format for only one mana – including significantly more expensive creatures, and that makes it pretty great.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 5: Tenth District Guard
Ledev Champion
3.0 Tapping down a bunch of your stuff seems like it would be pretty bad – and, it is a downside, but it also means that this creature can often attack when your others can’t anyway. It is sort of like all of your creatures having exalted. That, coupled with the ability to make tokens, makes this a pretty nice card.
Enhanced Surveillance
1.0 Surveiling is pretty nice, but using a whole card to slightly improve all of your decks surveil effects isn’t a great plan, since that’s a pretty minor effect. Shuffling your graveyard into your library might be nice if your deck is the most insane Surveil deck ever, but most of the time it is best to steer clear of this.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 6: Sure Strike
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 7: Chance for Glory
Chance for Glory
0.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Pack 1 Pick 8: Sure Strike
Grappling Sundew
0.5 This is mostly a sideboard card. Its activated ability is insanely expensive and really not that impressive, but it isn’t bad to side in against a deck with lots of fliers.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 9: Garrison Sergeant
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Undercity Necrolisk
2.5 A 4-mana 3/3 feels kinda rough in this format, but this has a pretty nice ability – gobbling up other creatures to make this evasive and bigger feels good, especially if you have some good fodder.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 11: Golgari Guildgate
Ochran Assassin
2.5 This can create some nasty situations, since it draws the attention of all opposing blockers, which means you can get a pretty nice attack through. Because it has death touch, it also lets you kill at least one blocking creature. Still, this has horrible stats and can be dealt with very cheaply by your opponent.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 12: Boros Guildgate
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 13: Righteous Blow
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Pack 1 Pick 14: Crushing Canopy
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Pack 2 Pick 1: Blade Instructor
Izoni, Thousand-Eyed
5.0 Three mana counterspells are usually pretty mediocre in Limited, and this doing 2 damage to your opponent doesn’t do enough to make up for that.
House Guildmage
4.0 Both options here can be pretty nice. Freezing down a creature can really help you slow your opponent down and/or help you win a race. The repeatable Surveil is great card selection too, and goes especially well with the Surveil payoffs in the format.
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Invert
1.0 Most of the split cards in this format are pretty nice in Limited…but not this one. Invert’s effect is way too situational and hard to make matter, while Invent is a super expensive tutor for spells. And sure, you do get two spells, which means you’re netting cards, but I’m still not impressed.
Blade Instructor
2.0 This can pretty frequently attack and put a counter on something, and because of its 3 power your opponent often can’t do anything but trade with it. Which…if they have a 1/1 token doesn’t feel great, but you still get a counter out of the deal.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Ornery Goblin
2.5 This is a surprisingly pesky two-drop that is pretty difficult to attack through or block profitably in the early game, and that’s pretty nice.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Dead Weight
3.5 This kills a whole lot of stuff in this format for only one mana – including significantly more expensive creatures, and that makes it pretty great.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 2: Fire Urchin
Creeping Chill
0.0 Even with surveil, there isn’t a way to build around this enough for it to be worth it – unless you end up with 3+ copies, in which case things start to get interesting. However, ending up with enough Surveil and other self-mill to power it and 3+ copies of this just won’t happen.
League Guildmage
3.5 Drawing cards with this is where most of the value comes from, but sometimes you have a bunch of extra mana, and copying one of your spells – especially removal or card draw – is a good way to get an advantage.
Smelt-Ward Minotaur
2.5 This is pretty nice in either of the Red aggressive decks (Izzet and Boros), as turning off a blocker is a big deal! Izzet will have more spells to enable it than Boros, but it has decent stats and solid upside, so its definitely nice in both.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 3: Fresh-Faced Recruit
Creeping Chill
0.0 Even with surveil, there isn’t a way to build around this enough for it to be worth it – unless you end up with 3+ copies, in which case things start to get interesting. However, ending up with enough Surveil and other self-mill to power it and 3+ copies of this just won’t happen.
League Guildmage
3.5 Drawing cards with this is where most of the value comes from, but sometimes you have a bunch of extra mana, and copying one of your spells – especially removal or card draw – is a good way to get an advantage.
Smelt-Ward Minotaur
2.5 This is pretty nice in either of the Red aggressive decks (Izzet and Boros), as turning off a blocker is a big deal! Izzet will have more spells to enable it than Boros, but it has decent stats and solid upside, so its definitely nice in both.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 4: Hammer Dropper
Divine Visitation
1.0 //4.5 It is possible to end up with a deck in this format that can really abuse this, but it isn’t the easiest thing to make happen. If you have 7+ ways to make tokens in your deck, it starts to get interesting, and even feels like a bomb, but it definitely is a buildaround card because getting it going isn’t something that will happen in most drafts.
Thought Erasure
2.5 This is pretty efficient disruption – we usually see this effect for three mana - and adding Surveil 1 to the mix is pretty sweet.
Kraul Harpooner
3.0 A two mana 3/2 with Reach is already a pretty darn good rate, so having the upside of just killing an opposing flyer right away is great – although keep in mind, as long as the creature it fights has 2 or more power, the Harpooner is going down too! But that’s okay – this is sort of like a card that is either an efficient creature or Plummet, and that’s a pretty nice modal card to have. If you get to kill something with 1 power and it sticks around, it feels really absurd.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Dazzling Lights
1.5 This kind of effect is pretty underwhelming, as it just doesn’t accomplish enough most of the time. However, the fact that this format has a spell deck definitely upgrades it a bit, and Surveil isn’t too bad either.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 5: Fresh-Faced Recruit
Firemind's Research
1.5 Even with all the spells in this format, it is pretty tricky to make this work. It is just too hungry for change counters.
Plaguecrafter
3.0 Creatures with Edicts stapled to them always tend to be solid, and I think that’s the case here. The addition of the discard effect is nice, since sometimes having an edict creature is a bummer if your opponent doesn’t play anything, and this makes sure you get a card one way or another.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Pack 2 Pick 6: Guildmages' Forum
Guildmages' Forum
3.0 Filter lands are not normally very good, but this one comes with the nice payoff of making your multicolored creatures bigger if you use the mana from it to cast them, and that’s a pretty big deal.
District Guide
3.5 Being able to get a Gate with this is big, because you can play gates that are really great at fixing your mana – it is just way better than grabbing a basic most of the time, though even if this could only grab basics it would still be a nice card.
Arboretum Elemental
2.0 This is big and it has hexproof, but the cost is very real even with Convoke, and it isn’t like 5 toughness is impossible to take down in combat.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.
Vedalken Mesmerist
1.5 It isn’t a complete disaster if you play this as your two drop, but it isn’t something you should be happy about either. Its attack trigger rarely does enough.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Pack 2 Pick 7: Boros Guildgate
Enhanced Surveillance
1.0 Surveiling is pretty nice, but using a whole card to slightly improve all of your decks surveil effects isn’t a great plan, since that’s a pretty minor effect. Shuffling your graveyard into your library might be nice if your deck is the most insane Surveil deck ever, but most of the time it is best to steer clear of this.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 8: Maniacal Rage
Sprouting Renewal
2.0 Neither mode here is exactly exciting, but they are both fine, and this is a nice way to have some artifact/enchantment hate in your main deck that doesn’t cost you a whole lot.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Prey Upon
2.5 As usual, Green has plenty of beefy creatures around that can really take advantage of this. Just pick your spots with it carefully so you don’t get blown out.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Pack 2 Pick 9: Garrison Sergeant
Demotion
2.0 RW decks in this format can be really aggressive, and this tends to be a solid inclusion in those decks, as turning off blocking and activated abilities is usually enough for you to keep on attacking, and the fact it costs one mana probably also means you still have mana to play another creature or use a combat trick. Outside of that deck, it isn’t nearly as good.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 10: Rubblebelt Boar
Demotion
2.0 RW decks in this format can be really aggressive, and this tends to be a solid inclusion in those decks, as turning off blocking and activated abilities is usually enough for you to keep on attacking, and the fact it costs one mana probably also means you still have mana to play another creature or use a combat trick. Outside of that deck, it isn’t nearly as good.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 11: Portcullis Vine
Creeping Chill
0.0 Even with surveil, there isn’t a way to build around this enough for it to be worth it – unless you end up with 3+ copies, in which case things start to get interesting. However, ending up with enough Surveil and other self-mill to power it and 3+ copies of this just won’t happen.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Pack 2 Pick 12: Dimir Guildgate
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 13: Candlelight Vigil
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Pack 2 Pick 14: Loxodon Restorer
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Pack 2 Pick 15: Torch Courier
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Pack 3 Pick 1: Legion Warboss
Legion Warboss
4.0 This is great. Two mana for 4 damage is a great rate, and the exile upside actually matters sometimes.
Selective Snare
1.5 It is pretty tricky to get decent value out of this. Bouncing is already an effect where you’re usually going down a card and your opponent isn’t. You do get the tempo advantage of course, but it is tough for this to be worth it, especially because the creature type thing doesn’t line up nearly as much as you’d like.
Might of the Masses
2.0 This can give a pretty real boost for the cost, but the fact it is so reliant on the rest of your board is a problem.
Truefire Captain
3.5 This is a nice mentor creature, and doing damage to players any time it gets damaged is sweet too, because it means just trading for this in combat will also hurt your opponent – as will burn spells they point at it.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 2: Parhelion Patrol
Narcomoeba
1.0 Even with Surveil in the set, it is pretty challenging to end up in a deck that can actually make use of the Narcomoeba. You have to be good at getting it out of your graveyard for free to be worth it, because a two mana 1/1 Flyer just isn’t very good.
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
House Guildmage
4.0 Both options here can be pretty nice. Freezing down a creature can really help you slow your opponent down and/or help you win a race. The repeatable Surveil is great card selection too, and goes especially well with the Surveil payoffs in the format.
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Parhelion Patrol
2.5 Flying and Mentor go pretty well together, since it becomes easier for it to attack and survive. It can of course only Mentor 1 power creatures – at least at first – but that’s fine, and you can often end up training it too, in which case it can become a real monster.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 3: Fresh-Faced Recruit
Invert
1.0 Most of the split cards in this format are pretty nice in Limited…but not this one. Invert’s effect is way too situational and hard to make matter, while Invent is a super expensive tutor for spells. And sure, you do get two spells, which means you’re netting cards, but I’m still not impressed.
Crackling Drake
4.0 Another great card in this cycle. Izzet is of course all about spells, so this tends to have some significant power, and its great that it comes with a cantrip.
Glaive of the Guildpact
2.5 This is a surprisingly effective Equipment. It is a bit clunky to Equip, but if your deck has some Gates in it, the boost it gives is well worth it, especially since it is combined with Menace, which makes the creature into a pretty formidable attacker.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 4: Boros Challenger
Gird for Battle
2.0 This can really help power aggressive decks in the format, suddenly enabling two attacks you didn’t have before, and helping your creatures Mentor others.
Boros Challenger
3.5 This obviously has great stats, and coming with Mentor is pretty sweet! You can even sink mana into it in the later game for it to stay relevant.
Flower
3.0 The Flower half isn’t too bad, as making sure you hit a land drop early is pretty nice. Its actually kind of neat that it costs hybrid mana, so you can actually use it to help you splash either Green or White in a deck that doesn’t have the other Selesnya color. Meanwhile, if you draw this late ona stalled out board, Flourish has a good chance of shifting the game in your favor.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 5: Hunted Witness
Crush Contraband
0.5 This is sideboard material. There aren’t enough artifacts and enchantments that do stuff to main deck this. When you do get to blow up one of each it feels pretty awesome, though!
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Ornery Goblin
2.5 This is a surprisingly pesky two-drop that is pretty difficult to attack through or block profitably in the early game, and that’s pretty nice.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 6: Swathcutter Giant
Inspiring Unicorn
2.5 This doesn’t have the most impressive stats, and that often means it ends up eating a cheap removal spell before you ever attack with it, but if you’re allowed to untap with it, it helps make most boards pretty formidable.
Conclave Guildmage
3.0 The trample ability needs some significant support to matter, but at least its cheap! Plus, the creature token ability is a nice place to sink your mana in the late game.
Swathcutter Giant
2.0 This card just isn’t really what Boros decks are doing in this format. It is reasonably efficient and can kill some small creatures, but Boros decks aren’t typically running six drops.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 7: Command the Storm
Enhanced Surveillance
1.0 Surveiling is pretty nice, but using a whole card to slightly improve all of your decks surveil effects isn’t a great plan, since that’s a pretty minor effect. Shuffling your graveyard into your library might be nice if your deck is the most insane Surveil deck ever, but most of the time it is best to steer clear of this.
Discovery
3.0 The Discovery half of this is generally the better one, since it can be used in so many situations and it gives you some pretty good card selection. Dispersal can be pretty sweet though, especially if your opponent has an empty hand when you cast it.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Pack 3 Pick 8: Piston-Fist Cyclops
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Pack 3 Pick 9: Fresh-Faced Recruit
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Pack 3 Pick 10: Silent Dart
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Pack 3 Pick 11: Goblin Locksmith
Invert
1.0 Most of the split cards in this format are pretty nice in Limited…but not this one. Invert’s effect is way too situational and hard to make matter, while Invent is a super expensive tutor for spells. And sure, you do get two spells, which means you’re netting cards, but I’m still not impressed.
Glaive of the Guildpact
2.5 This is a surprisingly effective Equipment. It is a bit clunky to Equip, but if your deck has some Gates in it, the boost it gives is well worth it, especially since it is combined with Menace, which makes the creature into a pretty formidable attacker.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Pack 3 Pick 12: Torch Courier
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Pack 3 Pick 13: Crush Contraband
Crush Contraband
0.5 This is sideboard material. There aren’t enough artifacts and enchantments that do stuff to main deck this. When you do get to blow up one of each it feels pretty awesome, though!
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Pack 3 Pick 14: Candlelight Vigil
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Pack 3 Pick 15: Dimir Locket
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.