Status
4.0 Statue is the far more powerful side here, and would be a great removal spell on its own, so the fact that this comes with the upside of also being a trick is nice.
Ochran Assassin
2.5 This can create some nasty situations, since it draws the attention of all opposing blockers, which means you can get a pretty nice attack through. Because it has death touch, it also lets you kill at least one blocking creature. Still, this has horrible stats and can be dealt with very cheaply by your opponent.
Grappling Sundew
0.5 This is mostly a sideboard card. Its activated ability is insanely expensive and really not that impressive, but it isn’t bad to side in against a deck with lots of fliers.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Artful Takedown
3.0 The -2/-4 part of the card is almost always a removal spell, so the additional upside of also tapping something can be pretty nice. Basically, this can give you some great tempo – getting two blockers out of the way – or you can just use it as a decent removal spell.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 2: Selesnya Guildgate
Ionize
1.5 Three mana counterspells are usually pretty mediocre in Limited, and this doing 2 damage to your opponent doesn’t do enough to make up for that.
Invert
1.0 Most of the split cards in this format are pretty nice in Limited…but not this one. Invert’s effect is way too situational and hard to make matter, while Invent is a super expensive tutor for spells. And sure, you do get two spells, which means you’re netting cards, but I’m still not impressed.
Glaive of the Guildpact
2.5 This is a surprisingly effective Equipment. It is a bit clunky to Equip, but if your deck has some Gates in it, the boost it gives is well worth it, especially since it is combined with Menace, which makes the creature into a pretty formidable attacker.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Vedalken Mesmerist
1.5 It isn’t a complete disaster if you play this as your two drop, but it isn’t something you should be happy about either. Its attack trigger rarely does enough.
Blade Instructor
2.0 This can pretty frequently attack and put a counter on something, and because of its 3 power your opponent often can’t do anything but trade with it. Which…if they have a 1/1 token doesn’t feel great, but you still get a counter out of the deal.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Notion Rain
2.5 This is a pretty powerful Divination variant, as Surveil 2 really helps you see a lot of cards. The damage is well worth it, and you pretty much always want the first copy of this in your UB decks.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 3: Deadly Visit
Truefire Captain
3.5 This is a nice mentor creature, and doing damage to players any time it gets damaged is sweet too, because it means just trading for this in combat will also hurt your opponent – as will burn spells they point at it.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 4: Bartizan Bats
Truefire Captain
3.5 This is a nice mentor creature, and doing damage to players any time it gets damaged is sweet too, because it means just trading for this in combat will also hurt your opponent – as will burn spells they point at it.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 5: Kraul Foragers
Street Riot
0.0 This is really bad. It is a 5-mana Enchantment that doesn’t add to the board very effectively. Sure, it makes your attacks better, but you need a pretty nice board state for this to enable anything special, and that’s some very real set up. It is a real bummer it doesn’t offer any boost at all on your opponent’s turn.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 6: Rhizome Lurcher
Citywide Bust
1.5 This is mostly a more complicated version of the usual “Destroy big creature” card. There aren’t a lot of board states where this will hit more than one thing, but it is nice that it has the upside of doing that. Problem is, there are also plenty of board states where it hurts you more or doesn’t do anything!
Rhizome Lurcher
2.0 This is another pretty disappointing Common Undergrowth card. It isn’t bad, but the upside here usually isn’t all that great by turn 4 – getting a 3/3 or a 4/4 is what you can expect.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Passwall Adept
1.5 The Adept’s ability can definitely lead you to victory late in the right situation, but in the early game it is not a very impressive card.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 7: Bartizan Bats
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Bartizan Bats
2.0 3 power on a flyer for 4 mana is a decent deal…but the one toughness is pretty rough, as it means your opponent can often trade up for this thing with cheap removal or 1/1 flying tokens.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 8: Conclave Cavalier
Chance for Glory
0.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Conclave Cavalier
4.0 This whole cycle is very strong, and Conclave Cavalier is no exception! I mean, when all is said and done you pay 4 mana for 8/8 worth of stats across three bodies! This can very realistically generate a 3-for-1. The one downside is the mana cost, but the mana in this format is good enough that it isn’t that hard ot manage.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Loxodon Restorer
2.0 This is a decent way to stabilize against aggro decks, as the life gain and the body do a pretty good job of helping you hold on. If you’re a slower White deck, the first of these is usually going to make your deck. While, if you’re more aggressive you’re not going to have any reason to play it.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 9: Selesnya Locket
Grappling Sundew
0.5 This is mostly a sideboard card. Its activated ability is insanely expensive and really not that impressive, but it isn’t bad to side in against a deck with lots of fliers.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 10: Ironshell Beetle
Join Shields
0.5 This is way too expensive to be very useful. It can be a more complicated fog effect, or save a creature from removal, but that’s just not what you want for 5 mana. Siding it in against someone with sweepers is worth doing, though.
Prey Upon
2.5 As usual, Green has plenty of beefy creatures around that can really take advantage of this. Just pick your spots with it carefully so you don’t get blown out.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Pack 1 Pick 11: Prey Upon
Join Shields
0.5 This is way too expensive to be very useful. It can be a more complicated fog effect, or save a creature from removal, but that’s just not what you want for 5 mana. Siding it in against someone with sweepers is worth doing, though.
Prey Upon
2.5 As usual, Green has plenty of beefy creatures around that can really take advantage of this. Just pick your spots with it carefully so you don’t get blown out.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Undercity Uprising
1.5 This is a pretty big underperformer. Deathtouch + Fight seems like a good idea, and your whole board even gets Deathtouch! But it turns out there are many board states where you can’t really do anything profitable with this. Sure, your creature you fight with can kill anything, but you’re frequently 2-for-1ing yourself when you do it, and death touch on your board isn’t a big help, though it does help you attack better sometimes. This being clunky and sorcery speed also sets you up to get blown out.
Pack 1 Pick 12: Rosemane Centaur
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 13: Rosemane Centaur
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 14: Sumala Woodshaper
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Pack 1 Pick 15: Collar the Culprit
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Pack 2 Pick 1: Trostani Discordant
Trostani Discordant
5.0 On its own, the Discordant gives you 5/8 worth of stats, across three bodies, and 4/4 of that has lifelink! And…that’s on its own. If you have more of a board than that, they usually represent even more damage, and the anthem effect can allow you to attack pretty well with whatever you already had in play.
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
House Guildmage
4.0 Both options here can be pretty nice. Freezing down a creature can really help you slow your opponent down and/or help you win a race. The repeatable Surveil is great card selection too, and goes especially well with the Surveil payoffs in the format.
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Skyknight Legionnaire
3.0 This can do a lot of damage in the air in a hurry! And…that’s about all there is to say.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 2: District Guide
Swiftblade Vindicator
3.5 Two mana for a 1/1 with all of this action is pretty sweet, and that’s without taking into account how great it is to Mentor!
Hellkite Whelp
2.5 This is definitely an underperformer. Basically any creature in this format that lags behind in stats for its cost is, and that’s what we have here with a 5-mana 3/3 Flyer. It is nice that it can pick off smaller creatures, and it isn’t bad, it just also isn’t good.
District Guide
3.5 Being able to get a Gate with this is big, because you can play gates that are really great at fixing your mana – it is just way better than grabbing a basic most of the time, though even if this could only grab basics it would still be a nice card.
Haazda Marshal
2.5 This does some pretty nice work if you play it early, especially if you do it alongside creatures who can Mentor it, so that it can attack more effectively. If it attacks and trades while giving you a 1/1 token, you’re doing a pretty good job!
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Unexplained Disappearance
2.5 Two mana instant bounce spells are always decent enough, especially when you can use them in response to a combat trick or something like that, and tacking on Surveil is pretty nice.
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 3: Skyline Scout
Guildmages' Forum
3.0 Filter lands are not normally very good, but this one comes with the nice payoff of making your multicolored creatures bigger if you use the mana from it to cast them, and that’s a pretty big deal.
Goblin Cratermaker
3.5 This is a bear with great upside – being able to Shock a creature or destroy an Artifact is very nice utility.
Demotion
2.0 RW decks in this format can be really aggressive, and this tends to be a solid inclusion in those decks, as turning off blocking and activated abilities is usually enough for you to keep on attacking, and the fact it costs one mana probably also means you still have mana to play another creature or use a combat trick. Outside of that deck, it isn’t nearly as good.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Fresh-Faced Recruit
3.0 This is a nice creature for aggressive decks who is a bit of a pain to block all game long, especially if you’re putting counters on him.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 4: Selesnya Guildgate
Drowned Secrets
0.0 You can try to build around this for the memes, but it is mostly a bad idea, especially in a format that has lots of graveyard value between Jump-Start and Surveil.
Wee Dragonauts
4.0 This is a great signpost Uncommon. It hits hard in the air pretty often in the Izzet decks in the format, doing a ton of damage in only a few swings.
Sprouting Renewal
2.0 Neither mode here is exactly exciting, but they are both fine, and this is a nice way to have some artifact/enchantment hate in your main deck that doesn’t cost you a whole lot.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 5: Sprouting Renewal
Drowned Secrets
0.0 You can try to build around this for the memes, but it is mostly a bad idea, especially in a format that has lots of graveyard value between Jump-Start and Surveil.
Wee Dragonauts
4.0 This is a great signpost Uncommon. It hits hard in the air pretty often in the Izzet decks in the format, doing a ton of damage in only a few swings.
Sprouting Renewal
2.0 Neither mode here is exactly exciting, but they are both fine, and this is a nice way to have some artifact/enchantment hate in your main deck that doesn’t cost you a whole lot.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Golgari Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 6: Vigorspore Wurm
Book Devourer
1.0 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Sworn Companions
2.0 If you’re interested in going wide, this does a decent job of it. You’re more likely to want to do that in GW.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 7: Conclave Guildmage
Conclave Guildmage
3.0 The trample ability needs some significant support to matter, but at least its cheap! Plus, the creature token ability is a nice place to sink your mana in the late game.
Swathcutter Giant
2.0 This card just isn’t really what Boros decks are doing in this format. It is reasonably efficient and can kill some small creatures, but Boros decks aren’t typically running six drops.
Gird for Battle
2.0 This can really help power aggressive decks in the format, suddenly enabling two attacks you didn’t have before, and helping your creatures Mentor others.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Severed Strands
2.0 Making Bone Splinters cost an additional mana is a bummer, and one that isn’t solved by the life gain effect. Still, it can kill stuff pretty efficiently, and if you have expendable creatures it feels pretty good.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 8: Flight of Equenauts
Flight of Equenauts
2.5 This underperforms a little bit. The format can be somewhat fast, and while you can definitely power this out for 5 or 6 mana, sometimes that’s just a little too late. It is still a pretty nice finisher, especially in GW, but not as incredible as it looks at first glance.
Selective Snare
1.5 It is pretty tricky to get decent value out of this. Bouncing is already an effect where you’re usually going down a card and your opponent isn’t. You do get the tempo advantage of course, but it is tough for this to be worth it, especially because the creature type thing doesn’t line up nearly as much as you’d like.
Might of the Masses
2.0 This can give a pretty real boost for the cost, but the fact it is so reliant on the rest of your board is a problem.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 9: Selesnya Guildgate
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 10: Siege Wurm
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Pack 2 Pick 11: Intrusive Packbeast
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Siege Wurm
3.0 This is pretty powerful if you can power it out on turn 5 and really, it is big enough to be relevant all game long. You definitely need to be good at going a little wide to take full advantage, but its well worth it.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Pack 2 Pick 12: Pack's Favor
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Boros Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 13: Selesnya Guildgate
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Pack 2 Pick 14: Ironshell Beetle
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Pack 2 Pick 15: Tenth District Guard
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Pack 3 Pick 1: Pitiless Gorgon
Firemind's Research
1.5 Even with all the spells in this format, it is pretty tricky to make this work. It is just too hungry for change counters.
Grappling Sundew
0.5 This is mostly a sideboard card. Its activated ability is insanely expensive and really not that impressive, but it isn’t bad to side in against a deck with lots of fliers.
Nightveil Sprite
3.0 Decent evasive stats go pretty well with a Surveil attack trigger, and this can get particularly silly alongside any of the cards that give you some sort of value every time you Surveil, as it is a very repeatable way to get those going.
Goblin Banneret
3.0 Because this can pump its power, it can end up Mentoring a whole lot of stuff. And sure, it only has one toughness, but like with a lot of the Mentors, you feel pretty good if the best your opponent can do is trade with the Mentor, because that means you get a +1/+1 counter worth of value – and if they can’t take down your Mentor, things really get out of hand in your favor.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Pitiless Gorgon
2.0 Deathtouchers can trade with anything which is sweet – but the more they cost, the less impressive that becomes, since you won’t be getting a mana advantage out of a trade nearly as often.
Moodmark Painter
1.0 This Common is a big part of why Golgari decks in this format struggle, because it just isn’t very good, and its supposed to be a key Common for that deck! It has bad stats, and while the boost it offers can be nice, it usually isn’t enough for this card to be very good.
Darkblade Agent
2.5 This isn’t a bad surveil payoff, as it can be really obnoxious as an attacker. Your opponent basically never wants to give you a free card, so they often have to block, and the best they’ll be able to do is trade.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 2: Rosemane Centaur
Nightveil Sprite
3.0 Decent evasive stats go pretty well with a Surveil attack trigger, and this can get particularly silly alongside any of the cards that give you some sort of value every time you Surveil, as it is a very repeatable way to get those going.
Goblin Banneret
3.0 Because this can pump its power, it can end up Mentoring a whole lot of stuff. And sure, it only has one toughness, but like with a lot of the Mentors, you feel pretty good if the best your opponent can do is trade with the Mentor, because that means you get a +1/+1 counter worth of value – and if they can’t take down your Mentor, things really get out of hand in your favor.
Rampaging Monument
3.5 This ends up growing a ton in this format, as you will just have a lot of multicolored cards, and this quickly turns into a threat with Trample in most decks.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Hired Poisoner
2.5 One mana 1/1s with Deathtouch are pretty much always a 2.5. They are cheap and they can trade for anything, which is nice.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Goblin Electromancer
3.0 Reducing the cost of spells is a pretty big deal, so its nice that it comes in a two mana 2/2 package.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 3: Arboretum Elemental
Arboretum Elemental
2.0 This is big and it has hexproof, but the cost is very real even with Convoke, and it isn’t like 5 toughness is impossible to take down in combat.
Circuitous Route
2.5 If you need to ramp and you have an interest in gates, this is a pretty decent inclusion, but be careful using a card that doesn’t add to the board at all!
Molderhulk
2.5 This isn’t a bad Undergrowth payoff, and casting it for 5 or 6 is fairly doable. The land part of the card is mostly irrelevant though, so you’re basically just playing a big vanilla creature.
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Direct Current
3.0 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
Disdainful Stroke
1.5 This is mostly a sideboard card, though it isn’t a complete disaster to have one in your main deck, as most decks in this format have enough targets for it. The real problem is running into a RW deck, which doesn’t tend to have many targets.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Sonic Assault
3.0 This is a key card in aggressive Izzet decks, as it represents a ton of damage. Obviously there’s the two damage that it does, but because you also tap down a creature, you make it easier for your creatures to get in for damage – and because its an Instant, you often get some additional bonuses to trigger with the cards you have in play. So, casting this and Jump-Starting it in the same turn often means game over!
Dimir Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 4: Ledev Champion
Ledev Champion
3.0 Tapping down a bunch of your stuff seems like it would be pretty bad – and, it is a downside, but it also means that this creature can often attack when your others can’t anyway. It is sort of like all of your creatures having exalted. That, coupled with the ability to make tokens, makes this a pretty nice card.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Righteous Blow
2.0 This kills things fairly efficiently, but it is too situational to be anything special. You’ll run it if you’re desperate for removal.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Piston-Fist Cyclops
2.5 This is able to rumble pretty often in Izzet decks, so much so that it sort of feels like it doesn’t have Defender!
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Mephitic Vapors
2.0 This isn’t a bad card for countering the aggressive decks in the format, as it can often do some significant damage to their board, and getting to Surveil can help you find what you need.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Barrier of Bones
1.5 0-mana 0/3s with Defender are rarely very good in Limited, and that doesn’t really change here, even with Surveil 1.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 5: Affectionate Indrik
Affectionate Indrik
3.5 This can usually come down and kill something, while sticking around, and that’s a great way to stabilize after you’ve been behind early, making this a 6-drop that is definitely worth playing.
Cosmotronic Wave
2.5 This is a really nice card for aggressive Izzet and Boros decks, as it often wins you the game. It is a key card in those decks, but also not something you want to go after super early, since it is pretty much only good in those decks – where you’ll always want 1-2 copies of it.
Maximize Altitude
2.0 This is a nice tool for aggressive Izzet decks, as it can trigger your spell payoffs while also allowing you to attack pretty hard with one of your creatures in the air.
Dead Weight
3.5 This kills a whole lot of stuff in this format for only one mana – including significantly more expensive creatures, and that makes it pretty great.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Muse Drake
2.5 A 4-mana 1/3 with Flying isn’t the most impressive stat-line, but because it replaces itself right away it actually tends to be feel like a pretty decent card.
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 6: Generous Stray
Demotion
2.0 RW decks in this format can be really aggressive, and this tends to be a solid inclusion in those decks, as turning off blocking and activated abilities is usually enough for you to keep on attacking, and the fact it costs one mana probably also means you still have mana to play another creature or use a combat trick. Outside of that deck, it isn’t nearly as good.
Undercity Necrolisk
2.5 A 4-mana 3/3 feels kinda rough in this format, but this has a pretty nice ability – gobbling up other creatures to make this evasive and bigger feels good, especially if you have some good fodder.
Swarm Guildmage
3.5 Giving Menace to your whole board can often close out a game, and in the early portion of the game it is just an efficient creature who might gain you a bit of life.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Parhelion Patrol
2.5 Flying and Mentor go pretty well together, since it becomes easier for it to attack and survive. It can of course only Mentor 1 power creatures – at least at first – but that’s fine, and you can often end up training it too, in which case it can become a real monster.
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Erstwhile Trooper
1.0 This only letting you discard creatures is a huge problem. The idea is to set up Undergrowth, but you’d much rather get a real effect out of your creatures before they go to the graveyard, and buffing this +2/+2 doesn’t really qualify as a “real” effect.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Pack 3 Pick 7: Vernadi Shieldmate
Guildmages' Forum
3.0 Filter lands are not normally very good, but this one comes with the nice payoff of making your multicolored creatures bigger if you use the mana from it to cast them, and that’s a pretty big deal.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Ironshell Beetle
2.5 This kind of card is always pretty nice. Early, it can just be the two mana 2/2 you need, and late it can come down and put the counter on something better.
Radical Idea
2.0 This is pretty nice in UR decks because of the spell-triggers, and it isn’t bad in UW control decks either.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Barging Sergeant
2.5 This can add a ton of damage to the board in a hurry, as it is capable of Mentoring most creatures. Its usually going to die during the attack, but the value it gives you is incredibly good.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 8: Wall of Mist
Book Devourer
1.0 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Vedalken Mesmerist
1.5 It isn’t a complete disaster if you play this as your two drop, but it isn’t something you should be happy about either. Its attack trigger rarely does enough.
Garrison Sergeant
1.5 In a deck with a lot of Gates this is a decent playable, though a 5-mana 3/3 with Double Strike isn’t exactly amazing either.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Wall of Mist
1.5 This is passable in the Blue control decks in the format, but you’re probably hoping for defensive creatures that are more impactful than this.
Izzet Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 9: Hitchclaw Recluse
Grappling Sundew
0.5 This is mostly a sideboard card. Its activated ability is insanely expensive and really not that impressive, but it isn’t bad to side in against a deck with lots of fliers.
Hitchclaw Recluse
2.0 We see this card a lot, and its always pretty decent. Green can’t always deal with flyers very effectively, and this can help in that regard.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 10: Vigorspore Wurm
Rubblebelt Boar
2.0 Without Jump-Start, this is a pretty bad card since your opponent can usually make a decision that won’t hurt them very much – and that’s usually the damage. However, with Jump-Start, you end up really putting the screws to your opponent in terms of damage, and the second time you cast this your opponent can often be in a bind, so this is surprisingly solid.
Veiled Shade
2.0 A Gray Ogre isn’t very good, but this being able to pump its stats does make it into a pretty interesting attacker.
Intrusive Packbeast
2.0 Having one of these in aggressive decks isn’t too bad, as it can often allow you to swing for lethal if you’re curving out, but it is also a card you end up cutting pretty often, and certainly not something you need in those decks.
Vigorspore Wurm
2.0 This is a passable Undergrowth payoff, as it usually gives a relevant stats boost. The fact it can’t be double blocked is pretty real too, and this creature is surprisingly difficult to stop in combat.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 11: Circuitous Route
Circuitous Route
2.5 If you need to ramp and you have an interest in gates, this is a pretty decent inclusion, but be careful using a card that doesn’t add to the board at all!
Selesnya Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Portcullis Vine
1.0 Its nice that you can throw this away for a card when it isn’t useful. Problem is, it usually isn’t useful, and paying 3 mana to draw a card isn’t exactly a deal.
Fire Urchin
2.0 Not too bad of a payoff if you’re in the aggressive Izzet deck, but certainly not one you go after very aggressively.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Pack 3 Pick 12: Generous Stray
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Gateway Plaza
2.5 This is nice fixing that happens to be a Gate, though having to effectively pay one mana for it is a bit of a bummer.
Sumala Woodshaper
3.0 This will usually draw you a card, and that means it typically represents a 2-for-1, which goes a long way towards making up for its bad stats. You do want to make sure you have like 18 cards in your deck it can hit, but that’s not a big challenge.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 14: Demotion
Demotion
2.0 RW decks in this format can be really aggressive, and this tends to be a solid inclusion in those decks, as turning off blocking and activated abilities is usually enough for you to keep on attacking, and the fact it costs one mana probably also means you still have mana to play another creature or use a combat trick. Outside of that deck, it isn’t nearly as good.
Kraul Foragers
2.5 This isn’t a terrible Undergrowth payoff. As long as you are gaining 2+ life with it, it feels pretty good, and it is often enough to help you stabilize against more aggressive decks.