Mythos of Illuna
3.0 // 4.5 If you can’t pay Temur mana for this, it is basically Clone, and that’s not a terrible thing. The Mythos makes you a copy of whatever the best permanent on the table is – whether you get a second copy of one of your creatures, or a copy of your opponents. This gets really silly though when you can pay the RG as well as the Blue, since now the token will fight something. This means you can basically use this to kill your opponents best creature. It will be especially devastating when you use it to copy your best creature, and kill your opponents best creature without losing anything!
Lore Drakkis
3.5 So, getting an instant or sorcery back from the yard is a pretty nice mutate trigger, but the actual creature here is nothing very impressive. However, spending two Hybrid Red/Blue mana to get an instant or sorcery back from the graveyard is a nice rate, and of course it means that the more you mutate in one stack, the more times you get to do it. So yeah, the real draw here is the trigger, which means you will mutate this under stuff most of the time -- and in a fail case it is a 3-mana 2/2 that can give you some mutate value later on in the game.
Swallow Whole
3.5 One White mana to exile a tapped creature is pretty good. It might be situational, but it is crazy efficient. Obviously, this isn’t quite that -- it makes you tap one of your creatures to pay for the cost, and that won’t always be a cost you can easily pay. The upside is that the creature you tap also gets a +1/+1 counter, though -- so you get to kill something and make one of your creature’s permanently bigger, and that feels really good. You upgrade your board while significantly downgrading your opponents’, all for one mana!
Sprite Dragon
3.5 This seems like a pretty sweet buildaround for a spell deck, and obviously that is UR’s thing in this set, so getting a counter or two on this won’t be a challenge. It is also made interesting by the fact that it is great to mutate on to. The +1/+1 counters will stick around on the newly mutated creature, and the other abilities of Flying and Haste will become part of the creature too. Most of the power of this card is in its textbox, and that’s just going to go well with Mutate every single time.
Bushmeat Poacher
3.0 This is a very nice activated ability. Cashing in creatures for cards is always a nice thing to have in Limited, because it isn’t unusual for some of your early creatures to become kind of useless as the game wears on, and this gives you something really nice to do with them -- gaining life and drawing a card is great. Any time those two are put together I’m pretty happy, because the life you gain makes it more likely you’ll be able to use that extra card you drew before you die. You can also use it in response to removal, or on a creature who has been shut down by an Aura. This can also be used to sacrifice creatures who are blocking and would die anyway. A 4-mana 2/4 isn’t even the worst stats ever, and overall this is pretty nice in slower Black decks.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Anticipate
1.5 This is always fine, but never much more than that. It is a very replaceable effect, gives you some reasonable card selection.
Boot Nipper
3.0 This is a very nice two drop that gives you a couple of nice options. You would always play a two mana 2/1 with death touch, and you would frequently play a two mana 2/1 with lifelink. The power of having a choice between those two things is very real. If yo’ure behind, you probably go with death touch, but if you are the beatdown, you probably go with lifelink. This is a nice cheap creature to mutate on to as well, and those keyword counters will be nice on your mutated creature.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 2: Lore Drakkis
Lore Drakkis
3.5 So, getting an instant or sorcery back from the yard is a pretty nice mutate trigger, but the actual creature here is nothing very impressive. However, spending two Hybrid Red/Blue mana to get an instant or sorcery back from the graveyard is a nice rate, and of course it means that the more you mutate in one stack, the more times you get to do it. So yeah, the real draw here is the trigger, which means you will mutate this under stuff most of the time -- and in a fail case it is a 3-mana 2/2 that can give you some mutate value later on in the game.
Alert Heedbonder
2.5 A three mana 2/4 with Vigilance is fine, and so is gaining 1 life every end step -- which is what it is when it is alone. The fact you gain more life the more Vigilance creatures you have is nice additional upside, but still not something amazing. I think this is just decent, and not much else.
Wingspan Mentor
4.0 A 3-mana 1/3 that gives something permanent Flying is alright nice, and this comes with the added upside of being able to put counters on all your Flyers! This can really take over games, even if you just have one creature to put the counter on.
Frostveil Ambush
3.0 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Fertilid
3.0 A three mana 2/2 isn’t especially good, but the fixing Fertilid provides for you is quite nice. Green usually gets nice commons for Splashing or going three colors, and that’s what this is. It has the ability to grab a couple of land over a few turns, and that is nice -- helps mitigate against mana screw, helps you find your colors, etc., If you don’t really need to fix when you play it, it also makes a good creature to mutate on to.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Death's Oasis
0.0 You won’t end up in a deck where you can make this work.
Reptilian Reflection
2.5 Most of the Red and White Cycling payoffs are really crazy good, but Reptilian Reflection is a bit worse than the others, mostly because it is so bad when you don’t have Cycling around. The other Cycling payoffs still do stuff when you can’t cycle, but this just sits on the table doing nothing! It also doesn’t pay you off for Cycling multiple times in a turn like the others. Still, it isn’t bad, just merely a solid Cycling payoff instead of a crazy good one. When it can really get going, it can put your opponent in a horrible situation.
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Vulpikeet
2.5 This starts out with some pretty unimpressive stats, but the real value here comes from the Mutate, which will often give a pretty nice boost to one of your creatures – Flying AND a +1/+1 counter. Now, Mutate is inherently risky, and this isn’t the kind of mutate card that gives you some sort of value that sticks around no matter what – this will just die, and that will suck sometimes, but this can also be a pretty nice card for aggro decks trying to win in a hurry.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Lead the Stampede
2.0 Most of the time, this will just be Green Divination, which is fine, but not amazing. Sometimes it will draw you more – but sometimes it will also draw you less.
Keensight Mentor
2.5 Vigilance isn’t the most amazing keyword ability -- it doesn’t make a creature Evasive or anything, but its fine. And, at worst, this like all the Mentors just gives one thing Vigilance, and then in the later game you can pay mana to make that creature progressively larger. That’s a nice late-game mana sink, and if you have more creatures with Vigilance it can become a legitimate problem for your opponent.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Rumbling Rockslide
3.0 This is pretty clunky as a 4-mana Sorcery, but it does scale as the game goes on, and can deal with virtually any creature, provided you get some lands in play.
Blitz Leech
2.5 This has an ugly stat-line, but by adding Flash and a nice ETB trigger to the mix, it really overcomes that. You can flash this into kill an X/2, and then use the 5/2 body to block something bigger, and that’s a 2-for-1! Sure, it is kind of an expensive one, but that’s real upside. Now, it won’t always be able to do that for you, and it is a little situational, but still -- I basically always like the first copy of this in my Black decks. Going beyond that is a bit much because of the high mana cost though.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
Imposing Vantasaur
3.0 Like all one-mana cyclers, this is a pretty high pick, and way better than it looks! It can be a big defensive creature if that’s what you need, but you can also just throw it away to look for something better – while also triggering all of your cycling payoffs.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 5: Startling Development
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
Savai Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Cathartic Reunion
1.5 This is a reprint, and one that would be better in a set that has more of a graveyard theme. In this set, it is mostly just a fine 23rd card, like Tormenting Voice effects often are. It is a nice way to dig deeper into your deck, even if you do have some considerable set up costs in discarding two cards.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Keep Safe
1.5 There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Startling Development
3.0 Another highly situational card with one mana cycling, Startling Development is much better than it looks. The 4/4 part will come up sometimes, and when it does it will be nice! But yeah, the real power here comes from being able to Cycle away for one mana.
Wind-Scarred Crag
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 6: Glimmerbell
Drannith Magistrate
1.5 So, this is the kind of card really printed with constructed in mind. In most Limited games in this format, this Hatebear isn’t going to have anything to hate on, so he is effectively just a two mana ⅓. That can be a passable two-drop if you’re desperate.
Mysterious Egg
1.0 The flavor is cool and all, but I feel like you’d rather have a more exciting ability for Mutate, and a more exciting fail case than one mana 0/2.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Excavation Mole
3.0 This is a Grizzly Bears with some nice upside. Making mutate creatures bigger and gaining you a bit of life is a very real bonus. And, I think your average Green deck will probably have 3-5 cards with Mutate, so it will be triggering regularly in most decks in this format. Something to keep in mind too, is that if you Mutate ON to this, it will start putting counters on the new Mutate creature, something that might be the ideal path to take sometimes.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Whisper Squad
0.0 // 3.0 This is unplayable with only one copy, but it gradually becomes more playable the more copies you get. Sure, paying two to get a 1/1 out of your deck doesn’t seem great, but it is actually some very real value, and an effective way to help you go wide. If you end up with 4 copies of this, it will become a pretty nice card.
Glimmerbell
2.0 This is here to be something sweet to Mutate on to, especially early. The Flying and Untap ability on a much larger creature can feel pretty good! It has a decent fail case too.
Wilt
2.5 Another situational cycler means another solid playable
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Rugged Highlands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 7: Boon of the Wish-Giver
Savai Thundermane
4.0 Wow, talk about a Cycling payoff. Sure, you have to have the mana to spend, but Cycling in this set usually costs 1-2 mana, so it isn’t a stretch to be able to pay the 2, and when you do, you get to start killing smaller stuff and gaining life, which is pretty awesome. It is nice you get something out of the trigger even if you don’t actually kill their creature -- getting some life no matter what is not too bad. On top of that, it is just a nice aggressive body as a 2-mana 3/2.
Boon of the Wish-Giver
3.5 If the Boon was just a 6-mana draw 4 it wouldn’t be great -- it would mean the only thing the card can do is tap you out for a turn, and while drawing 4 is awesome, not adding to the board is sometimes not an option. Basically this is a split card. The 6-mana sorcery, and a one-mana Instant that draws you a card. Both options will be nice sometimes – and of course, Cycling is extra good in this set because of all the payoffs.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Hampering Snare
2.5 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
Prickly Marmoset
3.5 This is another very good Cycling payoff who can make life a nightmare for your opponent. Every single time you attack with this your opponent has to make a choice between potentially taking a ton of damage to the face, or throwing a creature in front of it that will probably just die, since First Strike and even just one +2/+0 is enough to make the Marmoset win combat most of the time.
Essence Scatter
2.5 Two mana counterspells offset the risks of your opponent playing around it, and even though it can only counter creatures, that’s going to be just fine in this set. This format has more creatures in than normal, too!
Pack 1 Pick 8: Drannith Stinger
Blitz Leech
2.5 This has an ugly stat-line, but by adding Flash and a nice ETB trigger to the mix, it really overcomes that. You can flash this into kill an X/2, and then use the 5/2 body to block something bigger, and that’s a 2-for-1! Sure, it is kind of an expensive one, but that’s real upside. Now, it won’t always be able to do that for you, and it is a little situational, but still -- I basically always like the first copy of this in my Black decks. Going beyond that is a bit much because of the high mana cost though.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Bushmeat Poacher
3.0 This is a very nice activated ability. Cashing in creatures for cards is always a nice thing to have in Limited, because it isn’t unusual for some of your early creatures to become kind of useless as the game wears on, and this gives you something really nice to do with them -- gaining life and drawing a card is great. Any time those two are put together I’m pretty happy, because the life you gain makes it more likely you’ll be able to use that extra card you drew before you die. You can also use it in response to removal, or on a creature who has been shut down by an Aura. This can also be used to sacrifice creatures who are blocking and would die anyway. A 4-mana 2/4 isn’t even the worst stats ever, and overall this is pretty nice in slower Black decks.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Shredded Sails
3.0 I like the modality this has. It has two very sideboardy effects -- you won’t always have an artifact of a creature with Flying to hit with it, but between both being on this card you have a decentish chance of your opponent having a few targets. On top of that, it has Cycling -- so if you end up with some sweet Cycling payoffs, it is even more likely to be useful for your deck.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Sprite Dragon
3.5 This seems like a pretty sweet buildaround for a spell deck, and obviously that is UR’s thing in this set, so getting a counter or two on this won’t be a challenge. It is also made interesting by the fact that it is great to mutate on to. The +1/+1 counters will stick around on the newly mutated creature, and the other abilities of Flying and Haste will become part of the creature too. Most of the power of this card is in its textbox, and that’s just going to go well with Mutate every single time.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Bloodfell Caves
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 1 Pick 10: Cloudpiercer
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Death's Oasis
0.0 You won’t end up in a deck where you can make this work.
Cloudpiercer
2.5 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Pack 1 Pick 12: Convolute
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Pack 1 Pick 13: Cathartic Reunion
Barrier Breach
2.5 This is another situational card that would normally be unplayable, but Cycling means that you’ll play it a decent amount of the time.
Cathartic Reunion
1.5 This is a reprint, and one that would be better in a set that has more of a graveyard theme. In this set, it is mostly just a fine 23rd card, like Tormenting Voice effects often are. It is a nice way to dig deeper into your deck, even if you do have some considerable set up costs in discarding two cards.
Spontaneous Flight
1.5 The best tricks cost very little mana, and this doesn’t really deliver there. Still, it does give a pretty nice boost and permanently gives your creature Flying. That last part means that it can help you get in for lethal, or really alter a race in a hurry. Still, it has all the risks that tricks have – it is situational and you risk getting 2-for-1’d.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Pack 1 Pick 15: Coordinated Charge
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Pack 2 Pick 1: Fire Prophecy
Lurrus of the Dream-Den
4.0 Making Lurrus your companion is not generally a super great idea, since this format tends to be slow and other decks will start doing way more powerful things than you can. The good news is, a 3-mana 3/2 with lifelink that lets you cast cheap stuff from your graveyard is stupid good even if it isn’t your companion!
Ivy Elemental
1.5 This will never be efficient – you’ll pretty much always feel like you are paying one too much mana for it. Still, it is flexible, it can be a large creature late, and a smaller one early. It also isn’t the worst thing to mutate on to because of those counters.
Savai Thundermane
4.0 Wow, talk about a Cycling payoff. Sure, you have to have the mana to spend, but Cycling in this set usually costs 1-2 mana, so it isn’t a stretch to be able to pay the 2, and when you do, you get to start killing smaller stuff and gaining life, which is pretty awesome. It is nice you get something out of the trigger even if you don’t actually kill their creature -- getting some life no matter what is not too bad. On top of that, it is just a nice aggressive body as a 2-mana 3/2.
Mystic Subdual
3.0 This doesn’t get a rid of a blocker entirely, but it does completely shut off an opposing creature, even hosing Mutate! That’s a pretty good deal for two mana.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Fire Prophecy
4.0 Two mana for three damage to a creature at instant speed is already premium, because it tends to be efficient enough to trade up pretty often. But, adding this card selection ability is a nice upgrade It will play much like rummaging would, except that you don’t get the card in the graveyard, so sometimes it will be weaker that rummage, but most of the time you wouldn’t know the difference. This is definitely premium removal -- kills something and then helps you find more gas, and I always like that.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Memory Leak
3.5 This is a situational discard effect that becomes useless in the late game. However! It has Cycling 1, and that gives everything a big upgrade in this format – you can cycle it away when it doesn’t do a thing, and when it can do a thing it isn’t too shabby.
Evolving Wilds
3.0 As always, this provides excellent fixing. It lets you splash a card off of only a single basic land, and that’s great consistency. Even in a two color deck, the impact it has on your mana is substantial.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Dreamtail Heron
3.5 I love herons in real life, and I’m glad this one seems pretty sweet in Limited. A 5-mana ¾ Flyer, which this is on a base level, is somewhat passable. It can serve as a finisher in decks that are really lacking one. But this does more than that, of course, thanks to the Mutate mechanic. If you play it first, it is a ¾ Flyer that might draw you a card later if you mutate on it. If you play it second, you can use it to give a beefier creature Flying and draw a card, or make a smaller creature into a ¾ flyer that draws you a card. That drawn card really helps avoid the 2-for-1 that you are potentially going to be dealing with here.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Migration Path
3.5 I really like the places they chose to put Cycling in this set -- and this is a great example of that. When you need to ramp or find mana of a specific color, this does the job really well. In fact, if you have a couple of these, it even potentially enables you splashing a double colored card. But one of the downsides of ramp spells like this, is that if you already have all the mana you need, casting it might not be the optimal thing to do. Instead, you can just Cycle it away and try to find something else. As I’ve been saying a lot -- this makes cards that have effects that have diminishing returns, or that have narrow effects, a lot better than they would be otherwise.
Blitz of the Thunder-Raptor
1.5 // 3.5 So, you probably need at least two instants and sorceries in your graveyard for this to feel like it is worth it, and once you get 3 or more you will really be in business. The fact it exiles stuff isn’t going to be HUGE in this format, but it will matter sometimes. So, the problem with a card like this is usually that it is effectively blank, or almost blank for much of the early game, and that can be a pretty big problem! I also think you really need to be a spell-heavy deck to really take advantage of it, because those decks will make it stop being a blank card more consistently and earlier in most cases. I don’t think it is a foregone conclusion that Red decks will have the necessary 7+ Instants and Sorceries to make Blitz of the Thunder-Raptor make sense, and I think that your average deck that probably has 3-5 instants and sorceries will probably not be getting the best out of it.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Fertilid
3.0 A three mana 2/2 isn’t especially good, but the fixing Fertilid provides for you is quite nice. Green usually gets nice commons for Splashing or going three colors, and that’s what this is. It has the ability to grab a couple of land over a few turns, and that is nice -- helps mitigate against mana screw, helps you find your colors, etc., If you don’t really need to fix when you play it, it also makes a good creature to mutate on to.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Dreamtail Heron
3.5 I love herons in real life, and I’m glad this one seems pretty sweet in Limited. A 5-mana ¾ Flyer, which this is on a base level, is somewhat passable. It can serve as a finisher in decks that are really lacking one. But this does more than that, of course, thanks to the Mutate mechanic. If you play it first, it is a ¾ Flyer that might draw you a card later if you mutate on it. If you play it second, you can use it to give a beefier creature Flying and draw a card, or make a smaller creature into a ¾ flyer that draws you a card. That drawn card really helps avoid the 2-for-1 that you are potentially going to be dealing with here.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Divine Arrow
3.0 This is certainly situational, but also fairly efficient. You’re going to be spending only two mana to kill something, which will usually be less than your opponent paid for their creature. It might fall a little short of premium, but it is a nice removal spell.
Mysterious Egg
1.0 The flavor is cool and all, but I feel like you’d rather have a more exciting ability for Mutate, and a more exciting fail case than one mana 0/2.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 3: Genesis Ultimatum
Genesis Ultimatum
4.0 Like all the ultimatums, this is easier to cast than it looks. If you can cast this, you are very likely to win, so building a control deck that can go the Ultimatum route is very real. Now, most of the other ultimatums just do something inherently powerful, but unfortunately genesis ultimatum does have a little randomness to it that can be pretty painful. You generally need to be putting creatures into play when you tap out for this, and sometimes this might only get you one and a couple of lands. And sure, you get to draw some cards too, but the fact that this can sometimes wiff makes it a little disappointing. Still good, but it stops just short of a bomb.
Proud Wildbonder
3.0 A 4-mana 4/3 with Trample is fine, and the fact that he can do 4 no matter how he gets block is a nice upgrade -- especially because he does it for all of your tramplers!
Footfall Crater
3.0 Another card with one mana Cycling that makes it way better! The Enchant Land part of the card can sometimes do a thing, but this is one you’re going to be Cycling a lot.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Migratory Greathorn
3.0 This is another decent peace of fixing and ramp for Green. Paying 3 mana to put this under something bigger, or on top of something smaller, while also searching up a land is a nice deal to me. It helps you splash while also giving you some Mutate synergy.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Ferocious Tigorilla
2.5 You’re usually going to be choosing Menace with this, as it just tends to be the better evasive ability. A 4-mana 4/3 with Menace is something you’d always play the first copy of, and having the Trample options isn’t bad.
Keep Safe
1.5 There will be times where this feel amazing -- you counter the spell that targets one of your creatures and draw a card -- that’s a 2-for-1! But unfortunately, that actually lining up is far from guaranteed. Still, in this format with mutate creatures, you’re a little more interested in this than you would be in other formats, since you are often taking a big risk to mutate, and this can help protect your creature. Still, you won’t play this most of the time.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Jungle Hollow
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 4: Neutralize
Neutralize
3.0 Counterspells have some very real downside over a lot of removal, in that you have to be able to cast it whenever what you want to remove is cast. That’s not the case for other removal -- this makes counter-magic situational, and if it is hard to create that situation -- and leaving up three mana isn’t always possible -- that makes a lot of counter magic subpar in Limited. However! This is a good illustration of how Cycling can really change a card. By adding Cycling, you end up with a card that is much less situational -- in fact, you can pretty much always do something with it, even if that thing is just Cycling it.
Avian Oddity
3.5 If you cast this normally, it has reasonable stats, and being able to Cycle it away and give something Flying is a great option too.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Glimmerbell
2.0 This is here to be something sweet to Mutate on to, especially early. The Flying and Untap ability on a much larger creature can feel pretty good! It has a decent fail case too.
Essence Scatter
2.5 Two mana counterspells offset the risks of your opponent playing around it, and even though it can only counter creatures, that’s going to be just fine in this set. This format has more creatures in than normal, too!
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Dreamtail Heron
3.5 I love herons in real life, and I’m glad this one seems pretty sweet in Limited. A 5-mana ¾ Flyer, which this is on a base level, is somewhat passable. It can serve as a finisher in decks that are really lacking one. But this does more than that, of course, thanks to the Mutate mechanic. If you play it first, it is a ¾ Flyer that might draw you a card later if you mutate on it. If you play it second, you can use it to give a beefier creature Flying and draw a card, or make a smaller creature into a ¾ flyer that draws you a card. That drawn card really helps avoid the 2-for-1 that you are potentially going to be dealing with here.
Perimeter Sergeant
2.5 This is a decent payoff for going wide with Humans, but don’t expect it to survive that first swing!
Dismal Backwater
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 5: Drannith Stinger
Reconnaissance Mission
2.5 Now, this is certainly reliant on creatures having evasive abilities -- but this set is loaded up with that, with keyword tribal being a real theme here. Creatures with Flying will be especially powerful with it. However, that does mean this can be super situational. There will be times when you draw it and you have no board state to speak of -- that’s going to feel bad -- EXCEPT -- that this has Cycling, so when you end up in that bad situation, you can still just pitch it to dig deeper.
Sonorous Howlbonder
3.0 So on its own, this has Super Menace -- and that’s a pretty good evasive ability. Three creatures being able to block this just won’t be the case a decent chunk of the time, and iti s nice that it also grants the same awesome bonus to other Menace creatures. Like all of these, it will definitely be making some creatures with that keyword ability better, but it won’t be something that happens all the time or anything.
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Shredded Sails
3.0 I like the modality this has. It has two very sideboardy effects -- you won’t always have an artifact of a creature with Flying to hit with it, but between both being on this card you have a decentish chance of your opponent having a few targets. On top of that, it has Cycling -- so if you end up with some sweet Cycling payoffs, it is even more likely to be useful for your deck.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Suffocating Fumes
3.0 Another card upgraded considerably by cycling. Giving your opponent’s team -1/-1 until end of turn will sometimes have a big impact, either cause it kills their X/1s outright, or you can use it to really mess up combat for your opponent. But about half the time, and maybe more, it doesn’t do anything significant, and that’s when you can Cycle it.
Frostveil Ambush
3.0 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Monstrous Step
2.5 This is another situational card with Cycling. When this works, it can devastate your opponent. When it is useless (and it will be more often than not) you can Cycle it.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Mutual Destruction
1.5 So, this is Bone Splinters that has flash on occasion. Bone Splinters is never great, but it is passable when you need removal, especially in a deck with lots of expendable bodies. If you can give this Flash it does get significantly better, because then you can do it in response to removal and stuff like that. Still, it isn’t that easy to set that up.
Fully Grown
1.5 I have a hard time liking 3-mana combat tricks in most situations. It makes the risk of a blowout even more painful because of the extra mana you’re paying. And sure, +3/+3 will frequently be enough to win combat, and it is nice that the creature permanently gets Trample, instead of just temporarily, but tricks are just so situational, that I really only like the idea of them at lower mana costs in most cases.
Aegis Turtle
1.0 Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
Swiftwater Cliffs
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 7: Go for Blood
Pollywog Symbiote
3.0 A two mana ⅓ that reduces the cost of cards with Mutate would probably be a nice payoff to have in Mutate-heavy decks. It gets even better since the Symbiote lets you loot whenever it mutates, which is pretty great.
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
Frostveil Ambush
3.0 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Startling Development
3.0 Another highly situational card with one mana cycling, Startling Development is much better than it looks. The 4/4 part will come up sometimes, and when it does it will be nice! But yeah, the real power here comes from being able to Cycle away for one mana.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Humble Naturalist
3.0 This is a mana creature with okay stats, and those always tend to be nice inclusions in Limited Green decks.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
Pack 2 Pick 8: Spelleater Wolverine
Ketria Crystal
2.5 The crystals all provide good fixing – something you want a lot of the time in this format – and they all have Cycling, which means when you draw one and don’t really need the fixing, you can just throw it away to draw another card.
Stormwild Capridor
2.5 The Capridor is immune to damaging spells, and even gets bigger from them, which is kind of cool. That type of effect is a little situational, but you can actually take advantage of it yourself – sometimes it is right to turn your Divine Arrow into a combat tricks, especially because it turns this into a 5/7 that can end the game in a hurry. It is also a great creature to have at the bottom of a mutate pile, because Flying + that ability are pretty sweet.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Spelleater Wolverine
2.5 This is a nice little aggressive creature in this format, and it slots quite nicely into UR spells, but also into RW Cycling decks, since they tend to throw all kinds of cards with Cycling into the graveyard, including a bunch of instants and sorceries! Basically, it is way easier to get double strike online here than it looks.
Thieving Otter
2.5 A 3-mana 2/2 that draws you a card when it hits the opponent would probably normally be kind of alright. It has a great ability, but actually getting in to draw you that card is difficult pretty much all game. But, this isn’t an ordinary format. There are keyword counters all over the place, and of course there is mutate. Playing this on turn 3, and then mutating something on to it later that has more size and/or abilities is going to feel pretty good. You still are dealing with a kind of ugly fail case on this little guy, but I think the upside is real enough that you end up playing this in most of your Blue decks, and it may even be better than that if you have enough Mutate going on. One combo with a couple of Commons is to play Otter turn 3, and then mutate the Heron onto it on turn 4 -- suddenly you have a ¾ flyer that draws you a card when it mutates and when it hits the opponent. This will happen a lot in this format.
Springjaw Trap
1.5 You’ll play this if you end up with enough flash in UB, or if you’re desperate for removal, OR if you have Lurrus. But that’s pretty much it.
Checkpoint Officer
3.5 This isn’t QUITE Master Decoy -- they are identical other than that this costs an additional mana to tap stuff down -- but that’s close enough to Master Decoy to still be a pretty high quality common. Tap effects tend to be great, and it is a kind of pseudo-removal that is good all game long. It is better than usual in this format that is loaded up with huge monsters and Mutate, where tapping down one guy is bigger than it normally would.
Mystic Subdual
3.0 This doesn’t get a rid of a blocker entirely, but it does completely shut off an opposing creature, even hosing Mutate! That’s a pretty good deal for two mana.
Phase Dolphin
2.5 This is a decent creature early since it can help others get in, and it can be particularly nice to mutate on to.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Evolving Wilds
3.0 As always, this provides excellent fixing. It lets you splash a card off of only a single basic land, and that’s great consistency. Even in a two color deck, the impact it has on your mana is substantial.
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Tranquil Cove
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Dead Weight
3.5 This is always premium removal when we see it! You’ll usually be able to spend one mana to kill a 2-4 mana creature, and that’s always good.
Coordinated Charge
2.5 All the cards with Cycling in this set are way better than they look. They are functionally split cards that you can just cycle when what they do doesn’t matter. Plus, if you’re in RW you’re really looking for a critical mass of these and will just jam all of them into your deck. And..yeah, sometimes this effect doesn’t matter, since you need to be going wide. But you can just cycle it away! Then, when it does matter, it will feel pretty great.
Blossoming Sands
3.0 As always, these provide nice fixing, and the 1 life is a solid bonus.
Pack 2 Pick 11: Proud Wildbonder
Proud Wildbonder
3.0 A 4-mana 4/3 with Trample is fine, and the fact that he can do 4 no matter how he gets block is a nice upgrade -- especially because he does it for all of your tramplers!
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Gust of Wind
3.0 Even if this always cost 4, it would be a decent card. Bouncing something and drawing a card feels pretty great tempo-wise! But the great news is, this will often cost 2, and you don’t even have to try that hard to make that happen, since you’re playing blue.
Bristling Boar
2.5 Making it so the only way it dies in combat is if your opponent has one creature that can do 3 damage is surprisingly effective, and grants it an evasive ability -- albeit a weak one. A 4-mana 4/3 is usually playable-ish anyway, and the upside here is real.
Forbidden Friendship
2.5 This is a reasonable deal for two bodies, and will help decks that want to go wide. It is a mostly better Krenko’s Command, since the dinosaur gets to have Haste, and that card is always just fine.
Pack 2 Pick 12: Essence Scatter
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Essence Scatter
2.5 Two mana counterspells offset the risks of your opponent playing around it, and even though it can only counter creatures, that’s going to be just fine in this set. This format has more creatures in than normal, too!
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Convolute
1.5 We see this a lot, and it is never that good. Leaving mana up for a counterspell is a big cost, and this one isn’t even a hard counter.
Pack 2 Pick 13: Blazing Volley
Blazing Volley
0.5 This is a sideboard card. There just aren’t enough things this kills for it to be a main deck card in this format.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Unexpected Fangs
1.5 As a trick, it gives a pretty mediocre stats boost, even if the counter is permanent. The best tricks drastically increase the chance of your creature winning in combat, and this just won’t line up that way often enough. Lifelink permanently is something I can get behind, but I feel like this trick has all the usual risks tricks have, without really being worth it.
Pack 2 Pick 15: Sudden Spinnerets
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Pack 3 Pick 1: Dirge Bat
Dirge Bat
5.0 I think in an ideal world, you hang on to this until you can pay the Mutate cost. It is kind of like a 6-mana 3/3 Flying Ravenous Chupacabra -- but one that requires you to have a non-human creature in play. I’m willing to jump through that hoop though, and it won’t be that hard. In a pinch, you also have a 4-mana 3/3 flyer, which is a nice rate anyway. Basically this has a very efficient body and it can kill stuff. That makes it a bomb.
Ivy Elemental
1.5 This will never be efficient – you’ll pretty much always feel like you are paying one too much mana for it. Still, it is flexible, it can be a large creature late, and a smaller one early. It also isn’t the worst thing to mutate on to because of those counters.
Clash of Titans
2.5 It is tempting to look at this and think about the 2-for-1 situations, but it turns out is much harder to effectively line this up than it looks. Your opponents creatures have to be just the right size to kill eachother, and if you’re using one of your creatures do to do the fighting, you better hope it is big enough to survive the combat, otherwise you are getting 2-for-1’d yourself! It isn’t bad, just don’t expect it to always do the big thing it can sometimes do.
Valiant Rescuer
4.0 This is a premium Cycling payoff, as it can rapidly flood the board with tokens to overwhelm your opponent. And, it has Cycling too, which means if you are trying to win the game with other Cycling payoffs, you can just cycle it away!
Nightsquad Commando
2.5 So, if this was a 3-mana 2/3 who always gave you that 1/1 would be quite nice. However, you have to fulfill the “Raid” trigger here to get that 1/1. And while that’s not the craziest hoop to jump through, it won’t always be worth it.
Glimmerbell
2.0 This is here to be something sweet to Mutate on to, especially early. The Flying and Untap ability on a much larger creature can feel pretty good! It has a decent fail case too.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Wilt
2.5 Another situational cycler means another solid playable
Farfinder
3.5 We have seen cards like Skittering Surveyor and Pilgrim’s Eye be really nice sources of fixing in the past. And this set is a wedge set, where splashing a third color and even straight up playing a third color will happen a decent chunk of the time. On top of that, this is not the worst thing to Mutate on top of, since it at least gives your new monster the Vigilance keyword.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Snare Tactician
4.0 A premium Cycling payoff, this one allows you to make the game go long by tapping down opposing things on the opponent’s turn, or it allows your Tactician and other friends to get in for a bunch of damage by tapping down blockers on your turn.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Momentum Rumbler
2.5 This is a Hill Giant that gains First Strike permanently when it attacks, which isn’t a terrible card to start with. The fact it can then gain double strike on the next attack is nice additional upside! Now, this format has a surprising number of large creatures, and getting through with the Rumbler that first time isn’t always the easiest, but it is a solid card.
Majestic Auricorn
2.5 A 5-mana 4/4 with Vigilance isn’t great, but it would make the cut sometimes. If you’re playing this for its Mutate cost on turn 4, you’re probably upgrading one of your creatures to a 4/4 vigilance and gaining 4 life. Other times, you’ll be paying 4 to give something bigger vigilance and gain 4 life. While that’s decent, the reward you get for the risk here isn’t amazing.
Valiant Rescuer
4.0 This is a premium Cycling payoff, as it can rapidly flood the board with tokens to overwhelm your opponent. And, it has Cycling too, which means if you are trying to win the game with other Cycling payoffs, you can just cycle it away!
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Savai Sabertooth
2.0 Two mana 3/1s tend to be fine two drops for aggressive decks.
Almighty Brushwagg
2.5 This card is a real overperformer. A one-mana 1/1 with Trample is pretty laughable, but the ability is surprisingly effective, and you end up in situations where you can use it twice more often than you’d think! The Brushwagg is also great for mutating on to, since Trample and that ability are much better served on a larger creature.
Lava Serpent
3.5 A 6-mana 5/5 with Haste would make the cut some of the time, and this has Cycling, giving it a huge upgrade in a format that really cares about Cycling. You can just throw it away if you get it early, and then in the late game it can be a problem for your opponent.
Boot Nipper
3.0 This is a very nice two drop that gives you a couple of nice options. You would always play a two mana 2/1 with death touch, and you would frequently play a two mana 2/1 with lifelink. The power of having a choice between those two things is very real. If yo’ure behind, you probably go with death touch, but if you are the beatdown, you probably go with lifelink. This is a nice cheap creature to mutate on to as well, and those keyword counters will be nice on your mutated creature.
Fully Grown
1.5 I have a hard time liking 3-mana combat tricks in most situations. It makes the risk of a blowout even more painful because of the extra mana you’re paying. And sure, +3/+3 will frequently be enough to win combat, and it is nice that the creature permanently gets Trample, instead of just temporarily, but tricks are just so situational, that I really only like the idea of them at lower mana costs in most cases.
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Rooting Moloch
4.0 Another very nice Cycling payoff, the Moloch can rebuy a card with Cycling – either to Cycle it again or because you actually want to cast it. Either way, getting a 2-for-1 here is very easy. Then, it has Cycling itself, and that is a really key thing in this format that makes Cycling so darn good – almost all the payoffs have Cycling too, which makes for a very cohesive deck.
Majestic Auricorn
2.5 A 5-mana 4/4 with Vigilance isn’t great, but it would make the cut sometimes. If you’re playing this for its Mutate cost on turn 4, you’re probably upgrading one of your creatures to a 4/4 vigilance and gaining 4 life. Other times, you’ll be paying 4 to give something bigger vigilance and gain 4 life. While that’s decent, the reward you get for the risk here isn’t amazing.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Honey Mammoth
2.5 It isn’t exciting, but a 6-mana 6/6 that gains you 4 life can go a long way towards helping you stabilize against more aggressive decks.
Raking Claws
3.0 Another situational card with Cycling, Raking Claws can sometimes do a whole lot as a trick, but when it can’t? Well, just Cycle it away and look for something else.
Aegis Turtle
1.0 Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Blisterspit Gremlin
2.0 This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Durable Coilbug
2.5 This has decent Bear stats, and isn’t a bad mana sink in the late game.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Prickly Marmoset
3.5 This is another very good Cycling payoff who can make life a nightmare for your opponent. Every single time you attack with this your opponent has to make a choice between potentially taking a ton of damage to the face, or throwing a creature in front of it that will probably just die, since First Strike and even just one +2/+0 is enough to make the Marmoset win combat most of the time.
Vulpikeet
2.5 This starts out with some pretty unimpressive stats, but the real value here comes from the Mutate, which will often give a pretty nice boost to one of your creatures – Flying AND a +1/+1 counter. Now, Mutate is inherently risky, and this isn’t the kind of mutate card that gives you some sort of value that sticks around no matter what – this will just die, and that will suck sometimes, but this can also be a pretty nice card for aggro decks trying to win in a hurry.
Song of Creation
3.0 Drawing extra cards is super powerful, and this thing will get silly in a hurry. Sure, you won’t always want to play it right away since you have other stuff going on in your hand, but once it makes sense to cast this, you will, and you will take over the game -- no question about it. Drawing extra cards, playing extra lands, it all goes well together, because it makes it more likely you can cast the extra cards you are drawing in the first place!
Keensight Mentor
2.5 Vigilance isn’t the most amazing keyword ability -- it doesn’t make a creature Evasive or anything, but its fine. And, at worst, this like all the Mentors just gives one thing Vigilance, and then in the later game you can pay mana to make that creature progressively larger. That’s a nice late-game mana sink, and if you have more creatures with Vigilance it can become a legitimate problem for your opponent.
Will of the All-Hunter
2.5 This isn’t an amazing trick, two for +2/+2 is nice, but not something that would even make the cut all that often. The defensive side of things is kind of interesting, in that the boost is permanent if you use it when you’re blocking. The thing that really saves Will of the all-Hunter from being terrible, though, is Cycling! It is a big deal in this set, and that makes this a solid playable for sure.
Checkpoint Officer
3.5 This isn’t QUITE Master Decoy -- they are identical other than that this costs an additional mana to tap stuff down -- but that’s close enough to Master Decoy to still be a pretty high quality common. Tap effects tend to be great, and it is a kind of pseudo-removal that is good all game long. It is better than usual in this format that is loaded up with huge monsters and Mutate, where tapping down one guy is bigger than it normally would.
Startling Development
3.0 Another highly situational card with one mana cycling, Startling Development is much better than it looks. The 4/4 part will come up sometimes, and when it does it will be nice! But yeah, the real power here comes from being able to Cycle away for one mana.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Cavern Whisperer
2.5 So, a 5-mana 4/4 with Menace would make the cut a significant amount of the time. This also has a solid Mutate trigger, albeit one of the less exciting ones around, especially because its efficacy decreases as the game goes on. But hey, it can also lend Menace to a creature it Mutates on to! Or you can use it as the creature on top to make a 4/4 menace out of one of your creatures’. Still, costing 5 to mutate for an underwhelming trigger isn’t great, even if you’re upgrading a creature at the same time.
Helica Glider
2.5 Most of the time you’re going to go with the Flying option -- but sometimes First Strike will be better. It is nice on turn three, and then later in the game a nice thing to mutate on top of thanks to the keyword ability it brings with it.
Pack 3 Pick 5: Boon of the Wish-Giver
Boon of the Wish-Giver
3.5 If the Boon was just a 6-mana draw 4 it wouldn’t be great -- it would mean the only thing the card can do is tap you out for a turn, and while drawing 4 is awesome, not adding to the board is sometimes not an option. Basically this is a split card. The 6-mana sorcery, and a one-mana Instant that draws you a card. Both options will be nice sometimes – and of course, Cycling is extra good in this set because of all the payoffs.
Reconnaissance Mission
2.5 Now, this is certainly reliant on creatures having evasive abilities -- but this set is loaded up with that, with keyword tribal being a real theme here. Creatures with Flying will be especially powerful with it. However, that does mean this can be super situational. There will be times when you draw it and you have no board state to speak of -- that’s going to feel bad -- EXCEPT -- that this has Cycling, so when you end up in that bad situation, you can still just pitch it to dig deeper.
Easy Prey
3.0 This is a somewhat narrow removal spell – but it is still a removal spell. It certainly isn’t premium, but by adding Cycling to this card, which you would play one of in a lot of formats anyway, you end up with a pretty nice card.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
Rumbling Rockslide
3.0 This is pretty clunky as a 4-mana Sorcery, but it does scale as the game goes on, and can deal with virtually any creature, provided you get some lands in play.
Gloom Pangolin
1.0 A ⅕ for 3 might be something you play in slower more controlling decks sometimes -- it can block pretty effectively, but I think most of the time you won’t REALLY want this, and you’ll play it when you’re desperate for creatures, and that’s about it.
Pack 3 Pick 6: Farfinder
Channeled Force
1.5 This is not especially easy to make work. It lets you rummage and then damage stuff, but the set up of having to have a bunch of cards in your hand just isn’t going to be worth that a lot of the time.
Wilt
2.5 Another situational cycler means another solid playable
Ferocious Tigorilla
2.5 You’re usually going to be choosing Menace with this, as it just tends to be the better evasive ability. A 4-mana 4/3 with Menace is something you’d always play the first copy of, and having the Trample options isn’t bad.
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Frost Lynx
3.5 This type of tempo creature is always great for Blue. You get to add a 2/2 to your board while significantly impacting the board state. Tapping something down could mean that you suddenly have really good attacks. It could also mean that you buy yourself some time against an aggro deck.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Maned Serval
1.5 This is a reasonably efficient French Vanilla creature that it is okay to mutate on top of.
Farfinder
3.5 We have seen cards like Skittering Surveyor and Pilgrim’s Eye be really nice sources of fixing in the past. And this set is a wedge set, where splashing a third color and even straight up playing a third color will happen a decent chunk of the time. On top of that, this is not the worst thing to Mutate on top of, since it at least gives your new monster the Vigilance keyword.
Greater Sandwurm
3.5 This is an imposing presence if you can play it as a creature – but it is super expensive! The good news is that it has Cycling, so you can just throw it away early. This especially potent in the BG reanimator deck, as this is something you can throw away on turn two, and then reanimate on turn 4 or 5, which is often enough to win the game.
Wingfold Pteron
2.0 A 6-mana 3/6 with Hexproof, or a 6 mana 3/6 with Flying would be a kind of playable card already, at least in slower decks. But, the fact that this gives you flexibility is great. It can be especially nice t to name Hexproof with this, so that I have an excellent place to put a bunch of other keyword counters and/or Auras. Just going full Voltron on the Pteron with Mutate seems fun too.
Pack 3 Pick 7: Sprite Dragon
Sprite Dragon
3.5 This seems like a pretty sweet buildaround for a spell deck, and obviously that is UR’s thing in this set, so getting a counter or two on this won’t be a challenge. It is also made interesting by the fact that it is great to mutate on to. The +1/+1 counters will stick around on the newly mutated creature, and the other abilities of Flying and Haste will become part of the creature too. Most of the power of this card is in its textbox, and that’s just going to go well with Mutate every single time.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Blade Banish
2.5 This is situational for sure, but this format has a whole lot of big bois, so it is a little better than usual. It is also an Instant, which means you can sometimes really get a blow out.
Garrison Cat
1.5 This is a one drop that replaces itself, which isn’t too bad. It is also something you can mutate on to very early, and still getting a 1/1 when your mutated creature dies is okay upside. You still won’t play this most of the time, but it can be passable.
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Dark Bargain
1.5 We see this kind of card a lot, and it is always pretty medium. Even in a set with a graveyard deck, I’m not super pumped about this because of the cost.
Sudden Spinnerets
1.0 This doesn’t give a big enough boost to help your creature win combat often enough, and a Reach counter isn’t very exciting.
Frostveil Ambush
3.0 Like all one-mana cyclers, this is much better than it looks! It has a very situational effect when you cast it as a spell – but the thing is, when you can take advantage of that effect it feels really good. When you can’t, you can just Cycle it away!
Patagia Tiger
2.5 A 5-mana ¾ Flyer is usually a serviceable card in Limited.. This brings some pretty real additional upside, in that it can pump humans. White and Black especially have a lot of humans, and in those decks this will be a nice common because it will frequently give one of your Humans an attack that wouldn’t have worked before the Tiger came down.
Pack 3 Pick 8: Raking Claws
Escape Protocol
0.0 You need to do way too much to make this work. It just won’t happen.
Avian Oddity
3.5 If you cast this normally, it has reasonable stats, and being able to Cycle it away and give something Flying is a great option too.
Unlikely Aid
2.0 While the boost it gives is not permanent, 2 power + indestructible is going to make a wider variety of creatures win combat in a wider variety of situations. Because of indestructible, you can use it in response to removal and things like that too if it comes up. Now, this is STILL a trick, and I have a hard time ever really loving them because they are situational and somewhat risky, but this is a trick you’ll play a significant amount of the time.
Light of Hope
1.0 This is modal, but none of the effects on it are especially good.
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Raking Claws
3.0 Another situational card with Cycling, Raking Claws can sometimes do a whole lot as a trick, but when it can’t? Well, just Cycle it away and look for something else.
Mosscoat Goriak
2.0 This is some decent stats for three mana, especially because with Vigilance, he will often be able to attack on boards where he also happens to be a good blocker, and Vigilance lets him do both.
Pack 3 Pick 9: Drannith Stinger
Clash of Titans
2.5 It is tempting to look at this and think about the 2-for-1 situations, but it turns out is much harder to effectively line this up than it looks. Your opponents creatures have to be just the right size to kill eachother, and if you’re using one of your creatures do to do the fighting, you better hope it is big enough to survive the combat, otherwise you are getting 2-for-1’d yourself! It isn’t bad, just don’t expect it to always do the big thing it can sometimes do.
Nightsquad Commando
2.5 So, if this was a 3-mana 2/3 who always gave you that 1/1 would be quite nice. However, you have to fulfill the “Raid” trigger here to get that 1/1. And while that’s not the craziest hoop to jump through, it won’t always be worth it.
Solid Footing
1.5 This is an interesting Vigilance payoff, and you’ll play it sometimes if you have enough Vigilance, because in those scenarios it gives a big boost for only one mana. You’ll cut this a lot, though.
Wilt
2.5 Another situational cycler means another solid playable
Ram Through
4.0 This is a great removal spell for Green. First, it is NOT a fight card, but a “punch” card – that is, your creature damages the opposing creature, but it doesn’t get damaged itself! That makes it much less risky, even if you do need to be a little careful, since if your creature that is Ramming Through gets killed in response, you get 2-for-1’d. But the upside here is well worth that! As an Instant, you will more easily find situations that aren’t risky, AND it has the Trample upside that will sometimes be crazy. This is premium removal.
Drannith Stinger
4.0 5-mana for a 5/4 Reach is fairly passable, and adding a rummage mutate effect is fine.
Pack 3 Pick 10: Of One Mind
Majestic Auricorn
2.5 A 5-mana 4/4 with Vigilance isn’t great, but it would make the cut sometimes. If you’re playing this for its Mutate cost on turn 4, you’re probably upgrading one of your creatures to a 4/4 vigilance and gaining 4 life. Other times, you’ll be paying 4 to give something bigger vigilance and gain 4 life. While that’s decent, the reward you get for the risk here isn’t amazing.
Tentative Connection
2.0 There are a couple of things going on here that make this a little better than most Threaten effects. First, when you can discount this because you have a Menace creature, it will feel pretty good – especially because Menace creatures already pair well with a Threaten effect. The other thing is, there are some efficient ways to sacrifice creatures in this format, and that means stealing an opposing creature and sacrificing it is pretty doable.
Fully Grown
1.5 I have a hard time liking 3-mana combat tricks in most situations. It makes the risk of a blowout even more painful because of the extra mana you’re paying. And sure, +3/+3 will frequently be enough to win combat, and it is nice that the creature permanently gets Trample, instead of just temporarily, but tricks are just so situational, that I really only like the idea of them at lower mana costs in most cases.
Of One Mind
3.0 I am usually interested in running one Divination in most Limited formats, and this is a strictly better one since its cost can be reduced. If you are consistently casting this for one, it will be absolutely silly -- but the requirement it asks for, while doable, isn’t the kind of thing that will just always be the case.
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.
Raking Claws
3.0 Another situational card with Cycling, Raking Claws can sometimes do a whole lot as a trick, but when it can’t? Well, just Cycle it away and look for something else.
Aegis Turtle
1.0 Purely defensive creatures like this just aren’t worth it these days. Sure, it is an early non-Human you can Mutate on to in a hurry, but you’d much rather be Mutating on to something that gives you some sort of ability, instead of just being a vehicle on which to mutate.
Blisterspit Gremlin
2.0 This can ping stuff repeatedly, but having to use mana to do it does downgrade it significantly from similar cards we have seen.
Crystacean
1.5 This is supposed to be here for the UB flash deck, but that deck just doesn’t come together that often, and this has a pretty mediocre floor.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Adventurous Impulse
2.0 This is always a fine, very replacable card. If you need a land, it can usually find you one, and if you need a creature, it can do that too.
Adaptive Shimmerer
1.5 The idea here is that you mutate on top of this, giving +3/+3 to whatever stats your mutated creature has. It also has Flash, and there are a few cards that care about that. Still, as far as payoffs and enablers go, this is pretty darn inefficient.
Go for Blood
4.0 Two mana for Instant speed Fight is already a card that would make the cut, and adding Cycling 1 to this makes it way better!
Pack 3 Pick 14: Ferocious Tigorilla
Ferocious Tigorilla
2.5 You’re usually going to be choosing Menace with this, as it just tends to be the better evasive ability. A 4-mana 4/3 with Menace is something you’d always play the first copy of, and having the Trample options isn’t bad.
Frenzied Raptor
1.5 Vanilla 3-mana 4/2s will make the cut sometimes, but you kind of hope they don’t.
Pack 3 Pick 15: Heightened Reflexes
Heightened Reflexes
1.5 When tricks cost one mana, I start to get interested, as the pain of getting 2-for-1’s is no longer accompanied with a big tempo hit, and it is just easier to have the spare mana around. Still, this boost isn’t amazing -- +1/+0 and First Strike will win a fair number of combats, but it isn’t really a boost that makes it happen enough.