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.
Disinformation Campaign
3.5 This is a great Surveil payoff that can grow quite rapidly. Flying and Menace are a nice combination, and it means the Spybug is incredibly difficult to block.
Thought Erasure
2.5 This is pretty efficient disruption – we usually see this effect for three mana - and adding Surveil 1 to the mix is pretty sweet.
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.
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.
Burglar Rat
2.0 We see two mana 1/1s that make an opponent discard reasonably often, and they are always decent, though your opponent discarding a Jump-Start card to this can be a little painful.
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.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
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.
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
Wojek Bodyguard
2.5 This needs friends to attack with, but that’s okay, because that’s usually what you’re going to be doing in a Boros deck that likes mentoring stuff, and this can train pretty much all the creatures that are one and two drops, making it a pretty nice Common.
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.
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 2: Discovery
Glowspore Shaman
3.5 This is one of the best enablers for the Golgari deck, as it often stocks your graveyard to get undergrowth and other value stuff going.
Enhanced Surveillance
1.0 Surveiling is pretty nice, but using a whole card to slightly improve all of your decks surveil effects isn’t a great plan, since that’s a pretty minor effect. Shuffling your graveyard into your library might be nice if your deck is the most insane Surveil deck ever, but most of the time it is best to steer clear of this.
Discovery
3.0 The Discovery half of this is generally the better one, since it can be used in so many situations and it gives you some pretty good card selection. Dispersal can be pretty sweet though, especially if your opponent has an empty hand when you cast it.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
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.
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.
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.
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.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
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.
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.
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 3: Citywatch Sphinx
Pilfering Imp
2.0 If you play this early it does a good job of chipping in for some damage, and then it has a decent disruptive effect for later in the game.
Citywatch Sphinx
2.5 This card is a disappointment. I think in a lot of formats it would be quite good, but the aggro decks in this format really punish your plan of paying a 6-mana 5/4 Flyer. By the time you play this they can usually just swing into it with no real problem, and the fact you Surviel just doesn’t matter! It definitely isn’t bad, but at first glance it looks like a great Uncommon, and in reality its just a solid card.
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.
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.
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.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
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.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Dazzling Lights
1.5 This kind of effect is pretty underwhelming, as it just doesn’t accomplish enough most of the time. However, the fact that this format has a spell deck definitely upgrades it a bit, and Surveil isn’t too bad either.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
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: Experimental Frenzy
Experimental Frenzy
5.0 If you have a lot of spells, this thing can be a pretty big problem for your opponent. If you attack with it, they really can be put in a bind, wondering what exactly you have in your hand and how big the Cyclops will get. Because it has 8 toughness, it isn’t exactly easy to take down in combat, and it has trample, making the whole decision pretty miserable for your opponent.
Book Devourer
1.0 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
Lotleth Giant
2.0 This is decent top-curve to have in any deck with lots of creatures and graveyard stuff going on, as if it can do 3+ damage you don’t feel terrible about your investment, and it can often do far more than that. It is unfortunately pretty clunky in a format where there are very real aggro decks, and the Golgari decks come together the least consistently.
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.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
Hunted Witness
2.5 One mana 1/1s that leave behind 1/1s tend to be pretty decent in Limited, and that’s certainly the case here, especially with White aggro decks being so real in the format.
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.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
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.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
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 5: Whisper Agent
Beacon Bolt
3.5 This can be some nice removal in grindier decks, as it can often do significant amounts of damage for the cost, and being able to do it a second time is pretty sweet!
Inescapable Blaze
3.0 This is pretty clunky in this format – 6 mana is just a ton, and doing 6 for that big investment isn’t amazing, though it is enough to kill most creatures. The fact you can go after the opponent is also pretty sweet.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
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.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
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.
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.
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.
Luminous Bonds
3.0 As it is most of the time, this is premium removal. Turning off attacking and blocking is pretty good for the cost.
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.
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: Guildmages' Forum
Guildmages' Forum
3.0 Filter lands are not normally very good, but this one comes with the nice payoff of making your multicolored creatures bigger if you use the mana from it to cast them, and that’s a pretty big deal.
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.
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.
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.
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.
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.
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.
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 Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
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 7: Douser of Lights
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.
Douser of Lights
2.0 This might look like the usually mediocre vanilla creature that you’ll just never play…but it turns out that a 5-mana 4/5 is very reasonable in this format’s more controlling decks. It blocks a whole lot of stuff and even attacks surprisingly well.
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.
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.
Sure Strike
2.0 As usual with this card that has been reprinted a ton, it is a reasonable trick that can help almost any creature win combat.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
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.
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.
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 8: Dimir Guildgate
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
Invert
1.0 Most of the split cards in this format are pretty nice in Limited…but not this one. Invert’s effect is way too situational and hard to make matter, while Invent is a super expensive tutor for spells. And sure, you do get two spells, which means you’re netting cards, but I’m still not impressed.
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.
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.
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.
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.
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.
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.
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.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
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 10: Mephitic Vapors
Glowspore Shaman
3.5 This is one of the best enablers for the Golgari deck, as it often stocks your graveyard to get undergrowth and other value stuff going.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
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.
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.
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
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.
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.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Pack 1 Pick 12: Spinal Centipede
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.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
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 13: Boros Guildgate
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
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.
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: Join Shields
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.
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.
Pack 1 Pick 15: Sprouting Renewal
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.
Pack 2 Pick 1: Watcher in the Mist
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.
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.
Chemister's Insight
3.5 4 mana to draw two isn’t great, but adding Jump-Start is a big deal! The UR deck in this format is all about spells, so the fact that Jump-Start cards give you two of those triggers is really nice, and getting to draw 4 off of this in the process is pretty nice.
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.
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.
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
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.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
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.
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.
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.
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.
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 2: Whisper Agent
Crackling Drake
4.0 Another great card in this cycle. Izzet is of course all about spells, so this tends to have some significant power, and its great that it comes with a cantrip.
Glaive of the Guildpact
2.5 This is a surprisingly effective Equipment. It is a bit clunky to Equip, but if your deck has some Gates in it, the boost it gives is well worth it, especially since it is combined with Menace, which makes the creature into a pretty formidable attacker.
Crush Contraband
0.5 This is sideboard material. There aren’t enough artifacts and enchantments that do stuff to main deck this. When you do get to blow up one of each it feels pretty awesome, though!
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
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.
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!
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.
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.
Dazzling Lights
1.5 This kind of effect is pretty underwhelming, as it just doesn’t accomplish enough most of the time. However, the fact that this format has a spell deck definitely upgrades it a bit, and Surveil isn’t too bad either.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
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.
Dimir Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 2 Pick 3: Artful Takedown
Mausoleum Secrets
0.0 As usual, Tutor effects aren’t very good in Limited. You are basically just paying two to draw a card and not add to the board, and this one make you jump through hoops for it to do anything in the first place.
League Guildmage
3.5 Drawing cards with this is where most of the value comes from, but sometimes you have a bunch of extra mana, and copying one of your spells – especially removal or card draw – is a good way to get an advantage.
Worldsoul Colossus
2.0 This can be pretty big…but it is still just a big vanilla creature, and the massive investment doesn’t always feel worth it.
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.
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.
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.
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.
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.
Whisper Agent
2.5 This can Flash in to ambush something – though that usually means you’re just getting a trade since it only has two toughness. But, that’s an okay deal, especially because you get Surveil 1. When you can Flash it in and kill an attacker and it survives, you feel pretty good!
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.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
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 2 Pick 4: Kraul Swarm
Flower
3.0 The Flower half isn’t too bad, as making sure you hit a land drop early is pretty nice. Its actually kind of neat that it costs hybrid mana, so you can actually use it to help you splash either Green or White in a deck that doesn’t have the other Selesnya color. Meanwhile, if you draw this late ona stalled out board, Flourish has a good chance of shifting the game in your favor.
Kraul Swarm
2.5 The Swarm has high power for 5-mana Flyer – that’s enough that it can’t just be ignored, and the fact that it can keep coming back can really present a problem for your opponent.
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.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
Gravitic Punch
0.0 // 2.5 This is pretty much only playable in more aggressive Izzet decks that have various creatures whose power goes up when you cast spells. In those situations, this isn’t a bad way to do the last damage to your opponent. In all the other decks though, its unplayable. Cards that just do damage to an opponent usually aren’t great, and that’s still mostly true here.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
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.
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.
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.
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.
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.
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: House Guildmage
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.
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.
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.
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.
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.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
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.
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.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
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 6: Selective Snare
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.
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.
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.
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.
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.
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 7: Necrotic Wound
Necrotic Wound
2.5 This can kill things for only one mana, but part of what would normally make a one mana removal spell great is you can cast it early. And…you can’t do that here, since you need to set it up before it actually does something. It is definitely potent in the mid to late game, but the early game downside is a real problem.
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.
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.
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.
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.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
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!
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Pack 2 Pick 8: Candlelight Vigil
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.
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.
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.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
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.
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.
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.
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 9: Bartizan Bats
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.
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.
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
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.
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.
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 10: Dazzling Lights
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
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!
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.
Dazzling Lights
1.5 This kind of effect is pretty underwhelming, as it just doesn’t accomplish enough most of the time. However, the fact that this format has a spell deck definitely upgrades it a bit, and Surveil isn’t too bad either.
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.
Pack 2 Pick 11: Mephitic Vapors
Mausoleum Secrets
0.0 As usual, Tutor effects aren’t very good in Limited. You are basically just paying two to draw a card and not add to the board, and this one make you jump through hoops for it to do anything in the first place.
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.
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.
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.
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.
Pack 2 Pick 12: Unexplained Disappearance
Maniacal Rage
1.5 This is a big boost for the cost, and it has the upside of being able to turn off an opposing blocker, but its still an Aura that can really result in you getting blown out, and it doesn’t quite do enough to overcome that.
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.
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.
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.
Pack 2 Pick 13: Passwall Adept
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too bad.
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.
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 14: Golgari Locket
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.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
Pack 2 Pick 15: Wishcoin Crab
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
Pack 3 Pick 1: Nightveil Predator
Ritual of Soot
2.5 This can really devastate the more aggressive decks in the format, and if you’re a controlling deck, getting one copy of this tends to feel pretty nice.
Integrity
3.5 One side is a decent combat trick, and the other is Lightning Helix for twice the mana. The options here are pretty nice, with the Intervention half usually the more powerful one – but if the opportunity arises for you to use the trick effectively, don’t hesitate!
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.
Nightveil Predator
4.0 This thing is incredibly difficult to deal with profitably. Hexproof means it can’t be removed for the most part, and Flying and Deathtouch make it a real pain to block. This can frequently just represent an inevitable clock on your opponent.
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.
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.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
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.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Pack's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
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.
Hypothesizzle
3.0 5 mana for 4 damage isn’t an amazing rate, but you also effectively get to loot. Now, you do have to discard a non-land which tends to mean you lose a very real card, but if you combine it with Jump-Start it doesn’t feel too 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 3 Pick 2: Artful Takedown
Chemister's Insight
3.5 4 mana to draw two isn’t great, but adding Jump-Start is a big deal! The UR deck in this format is all about spells, so the fact that Jump-Start cards give you two of those triggers is really nice, and getting to draw 4 off of this in the process is pretty nice.
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.
Glowspore Shaman
3.5 This is one of the best enablers for the Golgari deck, as it often stocks your graveyard to get undergrowth and other value stuff going.
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.
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.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
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.
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.
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.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
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.
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's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
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 3: Dead Weight
Assassin's Trophy
3.5 This is very risky to use early, as ramping your opponent probably isn’t worth killing their two drop! However, by the late game, the downside of the card becomes increasingly irrelevant, and overall this is a great removal spell.
Justice Strike
3.0 This ends up not being able to kill stuff a little too often, but it can still kill enough stuff for only two mana that it is certainly a quality card.
Gatekeeper Gargoyle
2.5 This is a decent payoff for decks with lots of gates in them.
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.
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.
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.
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.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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.
Centaur Peacemaker
2.0 While it isn’t great giving your opponent life, the fact that you both get it does mean you are coming out ahead from this card since..you know, you’re also getting this creature, so it isn’t as bad as it might seem.
Selesnya 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: Darkblade Agent
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.
Watcher in the Mist
3.5 This has pretty nice Flying stats and Surveil 2 on ETB is pretty powerful. This is Blue’s best Common in the set.
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.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
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.
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.
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.
Dimir Informant
2.5 This has decent defensive stats, and Surveil 2 is some pretty nice card selection, even independent of the various payoffs in the format.
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.
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.
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!
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.
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.
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.
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.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
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.
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 6: Barrier of Bones
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.
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.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
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.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
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.
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
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 7: Darkblade Agent
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.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
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.
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.
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.
Take Heart
2.0 This trick is fine. One mana for +2/+2 tends to be solid in Limited, and the life gain tacked on is nice.
Skyline Scout
2.0 Its nice that this can start going to sky once it can’t get in on the ground, but it isn’t exactly efficient as a creature, and paying two mana to make it Fly isn’t always something you’ll have the mana for.
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.
Pack 3 Pick 8: Never Happened
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.
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.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Never Happened
1.5 Coercion is very rarely good in Limited, but this format having some graveyard stuff does mean you often have something to go after in their graveyard too, in which case this can feel a bit like a 2-for-1.
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.
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!
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.
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.
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.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
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.
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: Veiled Shade
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.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
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's Favor
1.5 This is a decent trick, and it is sweet that sometimes you can cast it when you seemingly have no mana.
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 11: Child of Night
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.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
Healer's Hawk
3.0 This is a really nice one-drop, especially in Boros, since it is such a great creature to Mentor. Putting counters on this can quickly put the game out of reach for your opponent.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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 12: Devkarin Dissident
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
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.
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.
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 13: Crushing Canopy
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.
Collar the Culprit
1.5 This is clunky for how situational it is. Being an instant is nice, though.
Pack 3 Pick 15: Grappling Sundew
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.