Unmoored Ego
0.0 This type of card is never good in Limited. They print these to counter combo decks in constructed, and that’s not a thing in Limited.
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!
Conclave Tribunal
4.0 This answer pretty much anything and it does it very efficiently. Your opponent can get their permanent back of course, but most of the time they don’t, and even if they eventually do you usually come out ahead.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
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.
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!
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.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
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.
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.
Tenth District Guard
1.5 This has okay starting stats, but its ETB ability is irrelevant about 90% of the time, and that means this isn’t that much better than a vanilla two mana 2/2.
Selesnya Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 2: Flight of Equenauts
Omnispell Adept
1.5 This has bad stats and a really expensive and situational ability. Basically, the ability gives you a discount on spells, and you can also sort of look at it as fixing for spells, but I wouldn’t rely on it as your only source of fixing for an off-color spell. You should probably have some lands that help you out too, but if you’re splashing a couple of spells it does get a little bit of extra value.
Golgari Findbroker
4.0 This is really strong, giving you a very real ¾ body while also getting you back a permanent. That’s a great 2-for-1.
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.
Devkarin Dissident
2.0 This is a bear with some mediocre late-game upside, which means it is decent enough.
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.
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.
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!
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.
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.
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.
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.
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 3: Goblin Cratermaker
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.
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.
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.
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.
Generous Stray
2.0 This isn’t a bad thing to sacrifice to various effects, but its stats are pretty disappointing.
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.
Devious Cover-Up
1.0 // 2.5 This is a pretty bad counterspell in most decks in the format. Four mana to counter something tends to be way too clunky, and shuffling cards into your deck isn’t that big of a deal. However, the UW decks in this format can sometimes end up in very real controlling builds where Devious Cover-Up is actually a quality card, especially if you have two of them to loop. You can just lock down the board and outvalue your opponent until their dead! So, this gets a build around grade. In the right deck, it is pretty legit – but don’t try to play it in any old Blue deck.
Urban Utopia
1.5 This fixes decently and replaces itself, but you just don’t really need it in this format, as Gates are pretty easy to come by.
Hammer Dropper
2.0 This statline is pretty ugly, but the high power does mean it can Mentor pretty easily, and your opponent also kind of has to block it or things can get out of hand.
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.
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Boros Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 1 Pick 4: Parhelion Patrol
Gruesome Menagerie
0.0 // 2.5 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.
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.
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 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.
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.
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.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
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.
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.
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.
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: Loxodon Restorer
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
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.
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.
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.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
Maximize Velocity
2.0 This is a nice card in the aggressive Izzet decks, as you usually get some value out of just casting spells, so cheap ones like this are nice, especially because it can help you do more damage out of nowhere.
Candlelight Vigil
1.0 The boost this gives is significant, but the risk of a 2-for-1 is very real, and it generally isn’t worth the risk.
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.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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 6: Wojek Bodyguard
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.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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.
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.
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.
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.
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.
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.
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: Selesnya 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.
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 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.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
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.
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 8: Boros Guildgate
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.
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.
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.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
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.
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.
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.
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 9: Child of Night
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!
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about it!
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.
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.
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 1 Pick 10: Golgari Findbroker
Omnispell Adept
1.5 This has bad stats and a really expensive and situational ability. Basically, the ability gives you a discount on spells, and you can also sort of look at it as fixing for spells, but I wouldn’t rely on it as your only source of fixing for an off-color spell. You should probably have some lands that help you out too, but if you’re splashing a couple of spells it does get a little bit of extra value.
Golgari Findbroker
4.0 This is really strong, giving you a very real ¾ body while also getting you back a permanent. That’s a great 2-for-1.
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.
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.
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 11: Book Devourer
Book Devourer
1.0 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
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.
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.
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.
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: Maximize Velocity
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 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.
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.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Pack 1 Pick 13: Erstwhile Trooper
Silent Dart
1.5 If you need removal, this can do it – though it isn’t exactly efficient.
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.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
Pack 1 Pick 14: Kraul Foragers
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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: Izzet Locket
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Pack 2 Pick 1: Tajic, Legion's Edge
Tajic, Legion's Edge
4.5 Tajic comes down and adds a ton of damage to the board, especially if your opponent’s shields are down. He of course brings his own stats, but he will also typically have something to Mentor. Meanwhile, he can keep attacking later in games thanks to his ability to gain first strike, and he even makes it so your opponent can’t do non-combat damage to your other creatures. Now, that last part isn’t that exciting, because Tajic can still die to non-combat damage, and he’s probably what they want to kill anyway – but either way, Tajic is a bomb.
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.
Boros Challenger
3.5 This obviously has great stats, and coming with Mentor is pretty sweet! You can even sink mana into it in the later game for it to stay relevant.
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.
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.
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
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.
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.
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.
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.
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 2: Healer's Hawk
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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 2 Pick 3: Wojek Bodyguard
Unmoored Ego
0.0 This type of card is never good in Limited. They print these to counter combo decks in constructed, and that’s not a thing in Limited.
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!
Guild Summit
0.0 // 3.0 Guildgate decks are pretty legit in this format, and Guild Summit can be a powerhouse in the right deck, as turning your land drops into cantrips is pretty sweet. However, you need a lot of gates to make this work, and you can’t really play it otherwise.
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.
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.
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.
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.
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!
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!
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.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about 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 2 Pick 4: Ionize
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.
Gatekeeper Gargoyle
2.5 This is a decent payoff for decks with lots of gates in them.
Creeping Chill
0.0 Even with surveil, there isn’t a way to build around this enough for it to be worth it – unless you end up with 3+ copies, in which case things start to get interesting. However, ending up with enough Surveil and other self-mill to power it and 3+ copies of this just won’t happen.
League Guildmage
3.5 Drawing cards with this is where most of the value comes from, but sometimes you have a bunch of extra mana, and copying one of your spells – especially removal or card draw – is a good way to get an advantage.
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.
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.
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.
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.
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 Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Goblin Locksmith
1.0 This isn’t that far from just being Goblin Piker, a card you really hope you don’t play in Limited.
Selesnya 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: Wojek Bodyguard
Bounty Agent
2.5 You’re mostly just getting a two mana 2/2 with Vigilance here, and that’s a decent card, especially in a format with lots of ways to put counters on it.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: Electrostatic Field
Guild Summit
0.0 // 3.0 Guildgate decks are pretty legit in this format, and Guild Summit can be a powerhouse in the right deck, as turning your land drops into cantrips is pretty sweet. However, you need a lot of gates to make this work, and you can’t really play it otherwise.
Electrostatic Field
3.0 This is nice in the more controlling Izzet decks, where you can play this defensive creature and chip away at 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.
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!
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.
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.
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.
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.
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: Take Heart
Mission Briefing
2.5 Your deck will need a lot of instants and sorceries for this to be consistently worth playing, but that’s pretty doable in both Izzet and Dimir. You also generally want those spells to be kind of cheap, since you do still have to pay the mana for whatever it is you choose to cast, but it gives you some decent value when you can pull it off.
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.
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.
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.
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.
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.
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.
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: Inescapable Blaze
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.
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.
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.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
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.
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.
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 9: Take Heart
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.
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.
Ledev Guardian
1.5 This isn’t that great whether you cast it or power it out with Convoke.
Wishcoin Crab
1.5 This is passable if you need a defensive creature in your Blue decks, and blocks surprisingly well, even in the later part of the game.
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.
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 2 Pick 10: Molderhulk
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.
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.
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.
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.
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.
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.
Pack 2 Pick 11: Izzet Guildgate
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!
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.
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.
Child of Night
2.0 This has decent stats and lifelink. Not much more to say about 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 2 Pick 12: Creeping Chill
Creeping Chill
0.0 Even with surveil, there isn’t a way to build around this enough for it to be worth it – unless you end up with 3+ copies, in which case things start to get interesting. However, ending up with enough Surveil and other self-mill to power it and 3+ copies of this just won’t happen.
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.
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 2 Pick 13: Siege Wurm
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.
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.
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 14: 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.
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 2 Pick 15: 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.
Pack 3 Pick 1: Luminous Bonds
Find
4.5 Both halves of this would be cards you’d always play. Find gives you two creatures back for only two mana, and Finality is a board sweeper that you have some control over. You can usually find a way to use the counters to make something you control bigger than a 4/4, and this often feels like Duneblast when you can pull that off.
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Price of Fame
4.0 This is excellent removal. You won’t have many legendary creatures to target, but that’s fine, because 4 mana to kill any creature at Instant speed and Surveil 2 is absolutely premium.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
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.
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.
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!
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.
Rosemane Centaur
2.5 This isn’t terrible if you just cast it normally, so the Convoke upside makes it a pretty nice Common.
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.
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.
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 2: Risk Factor
Risk Factor
2.5 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.
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.
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.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
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.
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.
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.
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!
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
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.
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.
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 3: Hunted Witness
Gruesome Menagerie
0.0 // 2.5 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.
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.
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.
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.
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.
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.
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.
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.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
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.
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 4: Loxodon Restorer
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 5: Sworn Companions
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.
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.
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!
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.
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.
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.
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!
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.
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 3 Pick 6: Roc Charger
Roc Charger
3.5 Creatures with Flying that can give other creatures Flying when they attack tend to always be pretty good in Limited, but it gets especially spicy alongside Mentor creatures, because if you are sending them into the air with the Roc, the Roc is probably also getting Mentored, which can result in a ton of evasive damage in a hurry.
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.
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.
Vernadi Shieldmate
2.5 This has fine stats for a two drop and slots nicely into many decks in the format.
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.
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.
Command the Storm
2.5 This has bad stats, and its combat damage trigger is only useful in very narrow situations.
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!
Izzet Locket
2.0 These are all fine. They can help you splash a color, they ramp you a bit, and you can cash them in for cards in the late game, which is good – because drawing mana rocks great is pretty bad.
Pack 3 Pick 7: Parhelion Patrol
Smelt-Ward Minotaur
2.5 This is pretty nice in either of the Red aggressive decks (Izzet and Boros), as turning off a blocker is a big deal! Izzet will have more spells to enable it than Boros, but it has decent stats and solid upside, so its definitely nice in both.
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.
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.
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!
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.
Ornery Goblin
2.5 This is a surprisingly pesky two-drop that is pretty difficult to attack through or block profitably in the early game, and that’s pretty nice.
Wary Okapi
2.0 This is a decent French Vanilla creature, but not much else!
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 8: Barging Sergeant
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.
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.
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.
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.
Fearless Halberdier
1.0 If you are short on creatures, you’ll play this. Otherwise, not so much.
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 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: Pause for Reflection
Beamsplitter Mage
2.0 There aren’t really enough good ways to abuse the Mage’s ability, though there are a few, and at worse it is a two mana 2/2.
Wand of Vertebrae
0.5 This is sideboard material to be brought in against really graveyard-heavy decks.
Deadly Visit
3.5 This answers pretty much anything, and getting to Surveil on top of that is pretty sweet.
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.
Spinal Centipede
2.5 This has decent stats, and it leaves some value behind as long as you have another creature – and usually you do!
Golgari Guildgate
2.5 These are good fixing, but they get bonus points because there are several cards in the set that pay you off for playing Gates.
Pack 3 Pick 10: Golgari Guildgate
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.
Wild Ceratok
1.5 This stat-line is passable if you’re desperate for a four drop.
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!
Vicious Rumors
1.0 This does a bunch of small stuff, but all of it is pretty irrelevant most of the time.
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.
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 11: Necrotic Wound
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.
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.
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.
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.
Pack 3 Pick 12: Kraul Swarm
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.
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.
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.
Pack 3 Pick 13: Ochran Assassin
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.
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.
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.
Torch Courier
1.5 This is a pretty mediocre one drop. A one mana 1/1 with Haste just doesn’t do enough these days – there are many boards where this is immediately irrelevant. The upside of giving Haste to something else is nice, but still not very impressive.
Pack 3 Pick 15: Izzet Locket
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.