Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Orzhov Enforcer
3.5 Now THIS is a death toucher. It can trade with anything as a two mana card, and it even leaves behind a very relevant 1/1 Flyer that can really matter all game long.
Essence Capture
2.0 Because this is two mana, it’s a pretty reasonable counterspell, even if it does only hit creatures. Limited decks have tons of creatures, so it works out, and adding the counter even has a bit of synergy within the Simic deck.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 2: Orzhov Enforcer
Trollbred Guardian
4.0 This thing is a monster. It starts out with good stats, and then gets bigger and gains Trample – while also granting trample to a significant portion of your board. It is an excellent Uncommon for all Green decks.
Orzhov Enforcer
3.5 Now THIS is a death toucher. It can trade with anything as a two mana card, and it even leaves behind a very relevant 1/1 Flyer that can really matter all game long.
Essence Capture
2.0 Because this is two mana, it’s a pretty reasonable counterspell, even if it does only hit creatures. Limited decks have tons of creatures, so it works out, and adding the counter even has a bit of synergy within the Simic deck.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Sage's Row Savant
1.5 This has alright stats and an alright ETB ability, but you’re usually hoping you have a different two drop.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 3: Drill Bit
Rally to Battle
1.0 This is too expensive for a mass pump effect that only boosts power by 1. You can try to use it to ambush your opponent, but if that’s your main plan with something like this, you’re going to be pretty disappointed, because it becomes far more situational when that’s the case.
Drill Bit
1.0 Most spells that are just 1-for-1 discard effects aren’t great in Limited. If you could always cast this for a single Black mana it would be pretty nice, but it will cost 3 mana way too often to be worth it in most cases.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Goblin Gathering
1.0 // 3.0 If you just have one of these, it is playable – but just barely. Once you have multiples, though, it can be a pretty impressive way to go wide.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 4: Grasping Thrull
Stomping Ground
2.5 This offer some very nice fixing, and if you’re in the market for that they are definitely nice. They are worth taking any time you are splashing a color or they are in both of your colors.
Senate Guildmage
4.0 I think this is the best of the Guildmages in this set. Both of its abilities are pretty nice, and easily usable. You end up just having a random mana around a lot in Limited! You can gain life if you really need to stabilize, or you can dig deeper in your deck if you need to find removal or press your advantage.
Archway Angel
3.5 Gate decks are pretty real in this format, and Archway Angel is one of the best payoffs, as it can come down, giving you a significant body, and gain you enough life to stabilize in many cases.
Senate Griffin
2.5 This is a nice little flyer. The stats are fine, and Scrying is always a good way to smooth out your draws.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Twilight Panther
2.5 If you’re in Black/White, this plays like most one mana death touchers. It can trade for anything, and that’s always nice.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Noxious Groodion
2.0 This trades with everything as most death touchers do. Costing three mana does mean it is harder to trade up with it consistently, but it can still trade with everything.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 5: Spire Mangler
Spire Mangler
2.5 You know, this card looks like it would do a ton, but it is significantly less impressive than it looks. It is a solid card for sure, but you don’t often find a way to really leverage that +2/+0 into much additional value. First, restricting it to flyers really hurts. Mostly, it helps you chip in for more damage, or make a 1-for-1 trade. Keep in mind it can target itself, so if you want to flash it in to kill an attacking X/4, it can do that.
Forbidding Spirit
3.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice.
Faerie Duelist
3.0 This is a big overperformer. It can really alter combat in your favor, both during your turn and your opponents, while adding a pretty decent body to the board. It’s a great common.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Persistent Petitioners
1.0 You’ll play this if you need a two-mana 1/3, but you aren’t going to assemble a mill deck with this thing.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Storm Strike
1.5 This is a decent trick if you’re in the market. +1/+0 and First Strike always plays pretty well in terms of helping a creature win combat, and its nice to have Scry 1 tacked on.
Impassioned Orator
2.5 The incidental life gain this provides really adds up over the course of a game, and is nice upside to have on a 2-mana 2/2.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 6: Noxious Groodion
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Pack 1 Pick 7: Grotesque Demise
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Steeple Creeper
2.5 This might be the best of this cycle of Commons. A 3-mana 4/2 is already almost passable, so the ability to gain flying in the mid-to-late game is pretty nice.
Catacomb Crocodile
1.0 If you need a defensive vanilla creature…I guess you can have this card, but I’m not sure why you would ever need one of those.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Pack 1 Pick 8: Imperious Oligarch
Imperious Oligarch
3.5 This has nice base stats and comes with the very nice Afterlife mechanic. Two mana for a 2/1 with Vigilance and a 1/1 Flyer is a pretty great deal, even if you aren’t getting them both at the same time.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Summary Judgment
2.5 Its conditional, but its also pretty efficient. Its more efficient if you use it during your main phase, but if you can kill a creature before it hits you with the 3 damage, that’s obviously a little bit better.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 9: Consign to the Pit
Bankrupt in Blood
2.0 If you have expendable creatures around, this is pretty spicy, but it isn’t something that all decks can take advantage of.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Pack 1 Pick 10: Vizkopa Vampire
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Saruli Caretaker
1.5 The cost of tapping both the Caretaker and another creature for mana ends up being pretty real, but if you are interested in fixing and ramp, this can certainly do it.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Pack 1 Pick 11: Ill-Gotten Inheritance
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Pack 1 Pick 12: Orzhov Guildgate
Rakdos Roustabout
2.0 The upside this card has doesn’t really do enough to overcome the bad stat-line. It does help you get Spectacle going, but so does just attacking with a more efficient creature!
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 1 Pick 13: Civic Stalwart
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Pack 1 Pick 14: Orzhov Locket
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Pack 1 Pick 15: Feral Maaka
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Pack 2 Pick 1: Consecrate
Amplifire
2.0 This thing has a big text box, but mostly this ends up being a pretty mediocre vanilla creature. Sometimes it will get pretty big, but a lack of any sort of evasion doesn’t make that a huge deal in a format with plenty of creature tokens. And the flip side is that sometimes it is really small – and there is always a window where it a very vulnerable 1/1.
Consecrate
3.0 Consecrate is pretty situational and won’t come up a ton, but Consume is pretty nice most of the time. Your opponents’ creature with the highest power won’t always be their best, but it will be often enough that Consume ends up feeling pretty amazing most of the time.
Wilderness Reclamation
0.0 This was a famously powerful card in constructed – in Limited, it is pretty much unplayable. You just won’t have anything to do with all the mana it gives you, even in a format with Adapt. Basically, you end up going down a card for no effect at all if you play this.
Gyre Engineer
3.0 This is incredibly fragile, and you’ll find it often dies to a very cheap removal spell before you untap with it. But if you do untap, you get a pretty nice mana boost.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Savage Smash
3.5 The stats boost plus the Fight is massive, especially in situations where you can use this to kill a blocker and swing the thing you fought with. As always with Fight spells, you need to be a little bit cautious about when you cast it, since your opponent doing something in response often wrecks you.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 2: Ministrant of Obligation
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Ministrant of Obligation
4.0 This is just an amazing rate. A 3-mana 2/1 can trade decently enough, and if you can do that and leave two 1/1 flyers behind, you’re going to feel pretty great.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Bring to Trial
1.5 As usual, there aren’t really enough big creatures in this format for this to be anything special. Its not a disaster if you run one, but it is definitely better out of the sideboard.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 3: Consecrate
Warrant
4.0 This gives you a choice between a pretty nice removal spell and a very efficient creature that can close out the game in the air. Those are great options!
Sphinx of the Guildpact
2.0 You’re usually hoping for more than a 5/5 Flyer when you spend 7 mana, and luckily this does come with a fairly useful ability. It can blank a significant number of removal spells in the format. Of course, this format also has lots of multicolored removal spells, so it isn’t exactly unkillable either.
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Consecrate
3.0 Consecrate is pretty situational and won’t come up a ton, but Consume is pretty nice most of the time. Your opponents’ creature with the highest power won’t always be their best, but it will be often enough that Consume ends up feeling pretty amazing most of the time.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Growth Spiral
2.0 This is nice in Limited, but not the busted thing it is in constructed. You won’t always be able to take advantage of the extra land effect after the early game, but that still means it’s a cantrip, which isn’t too shabby.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 4: Mortify
Cindervines
0.5 This is a decent sideboard card. You’re really only going to want to bring it in against decks with artifacts and enchantments worth targeting, though. The other ability isn’t enough on its own.
Cult Guildmage
3.5 The second ability is where most of the value is on this one, since pinging your opponent for only a single Red is a pretty darn good deal, and also sets up all of your Spectacle. Its nice you can disrupt your opponent’s hand in the late game too.
Tower Defense
0.0 This is mostly just a really fancy version of Fog, something that is just never worth it in Limited. You don’t want to go down a card just to buy yourself a single turn in this format.
Mortify
4.0 This is obviously great, as it can very efficiently destroy two different permanent types.
Imperious Oligarch
3.5 This has nice base stats and comes with the very nice Afterlife mechanic. Two mana for a 2/1 with Vigilance and a 1/1 Flyer is a pretty great deal, even if you aren’t getting them both at the same time.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Rubblebelt Recluse
2.0 This is pretty big for the cost. And…well, yeah that’s pretty much all it has going for it! But that kind of size is a decent thing to have around in some decks.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 5: Angelic Exaltation
Regenesis
1.5 Getting two things back from your graveyard can be nice, but 5 mana is a big cost to pay, even at Instant speed.
Angelic Exaltation
1.0 This costs a lot of mana for something that doesn’t add a body to the board, and while it does effect it as soon you attack alone with something, it requires further set up beyond that to really be relevant.
Sentinel's Mark
2.5 This thing really overperforms. If you can flash it in and use it like a combat trick, that tends to feel pretty good, and if you play it during your main phase for Addendum, it also feels pretty nice.
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Sylvan Brushstrider
2.0 This is an alright 3-drop. The stats are pretty mediocre, but the 2 life helps off-set that a little bit.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 6: Blade Juggler
High Alert
0.0 // 3.0 Obviously enough, this is a build around, but it is one that its possible to make work in the format. There are enough defensive creatures in the format, and this combines particularly well with the unblockable 2/5 with Vigilance. It is going to be terrible in most Azorius decks, though.
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
Spikewheel Acrobat
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks. 118 - Spikewheel Acrobat – 1.5 This really only feels worth it if you get the Spectacle going, and even then it isn’t exactly amazing, as most 2 drops in the set can still trade for it.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Humongulus
1.5 You mostly only play this if you can really take advantage of Hexproof. You can do this with +1/+1 counters and Auras and stuff like that. Otherwise, it is just sort of an inefficient blocker.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 7: Plague Wight
Fireblade Artist
4.0 This is one of the most aggressive cards in the format, and it can generate massive amounts of damage. A lot of the decks in the format are very slow, and this can really devastate most of those decks if it comes down early. Rakdos has enough sacrifice fodder that this can really work out, and it of course also gets Spectacle going.
Sky Tether
2.5 If your deck has a lot of fliers this can be pretty good. If it doesn’t, it can be pretty mediocre, because the creature you put it on can still do everything apart from attack.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Plague Wight
2.5 This is a solid little two-drop that is pretty hard for your opponent to block effectively in the early game.
Rubblebelt Runner
2.5 This has decent stats and evasion that actually comes up sometimes.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Pack 2 Pick 8: Grasping Thrull
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Pack 2 Pick 9: Orzhov Guildgate
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Quench
1.5 This can feel okay in the early game, but because your opponent is more likely to have mana around in the later part of the game, it has a pretty steep drop off.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Gruul Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rakdos Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 10: Dead Revels
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Final Payment
3.0 Two mana to destroy a creature is a great rate, and I love the options that you get here. Paying 5 life is often the preferable one, but you can also find ways to sacrifice stuff for value. It is difficult to run more than one of these, because you can’t be paying 5 life multiple times in most games, but the first copy is great.
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 2 Pick 11: Bloodmist Infiltrator
Bloodmist Infiltrator
3.0 This is one of the better sacrifice outlets around, as 3 unblockable damage a turn can really add up. It does die to…pretty much everything, but if your deck is capable of producing fodder for it, it is a pretty formidable creature.
Prowling Caracal
1.5 This is a vanilla 2-mana 3/1. If you’re in an aggro deck and don’t have enough two drops, you’ll probably play it.
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Rakdos Trumpeter
2.5 This little creature can be a real menace for your opponent to deal with. It doesn’t pump itself efficiently, but in the late game it is a pretty nice attacker that your opponent will really hate blocking, and obviously it is hard to block early too – though it doesn’t exactly hit hard.
Carrion Imp
2.0 This gives you enough value with the ETB that paying 4 for it generally feels pretty decent. Its too bad it doesn’t drain your opponent like some other versions of this card we’ve seen over the years.
Pack 2 Pick 12: Imperious Oligarch
Cult Guildmage
3.5 The second ability is where most of the value is on this one, since pinging your opponent for only a single Red is a pretty darn good deal, and also sets up all of your Spectacle. Its nice you can disrupt your opponent’s hand in the late game too.
Imperious Oligarch
3.5 This has nice base stats and comes with the very nice Afterlife mechanic. Two mana for a 2/1 with Vigilance and a 1/1 Flyer is a pretty great deal, even if you aren’t getting them both at the same time.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Civic Stalwart
2.5 A Hill Giant that pumps your whole board is always pretty decent, as it allows you to add to the board and also significantly improve your attacks.
Pack 2 Pick 13: Dead Revels
Thought Collapse
1.5 Cancel is never great in Limited, but the mill upside this gives you does matter a little bit in this format.
Haazda Officer
2.0 The ETB ability doesn’t always do something here, but its still a 3-mana 3/3 with upside, and the times where the ability does cause your opponent to have problems are pretty nice. 10 – Haazda Officer – 2.0 This adds a reasonable body to the board while buffing a creature, theoretically allowing you to attack more effectively the turn it comes down. That said, +1/+1 isn’t always enough to make that happen.
Dead Revels
2.5 As usual, this type of card is something you want one of most of the time in Black. Returning two things to your hand late is a good way to keep the gas going, and because you can get Spectacle going on this, you’ll sometimes even be able to cast the things you bring back right away!
Pack 2 Pick 14: Arrester's Admonition
Arrester's Admonition
3.0 Casting this with the Addendum feels pretty good, as you end up breaking even on cards and getting some pretty good tempo, and you can of course cast it without the Addendum in a pinch – like if your opponent is trying to use a combat trick or something.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Pack 2 Pick 15: Rafter Demon
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Pack 3 Pick 1: Spirit of the Spires
Bedeck
3.5 You mostly only care about the Bedeck option here, which is a very efficient removal spell that also has a little bit of upside as a combat trick. The Bedazzle option doesn’t come up a ton, but people do play greedy mana bases in this format, and sometimes your opponent is also at 2 or less life, in which case you want to use Bedazzle.
Cavalcade of Calamity
0.0 This card is very sweet, but it is very difficult to consistently build around it in Limited. You just won’t have enough small creatures.
Spirit of the Spires
2.5 This has decent stats and okay upside, especially if your deck has a decent number of fliers.
Dovin's Acuity
3.5 This is a very real card in the format, and it generates some insane value that really makes Azorius control decks into monsters in the late game. Sure, casting your Instants like they are Sorceries isn’t always ideal, but the cards and life you get from this really pay you off for going for the significantly clunkier play. The format is slow enough that Dovin’s Acuity is a very real card that will win you the game in the long run.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Senate Courier
2.0 This has decent stats, and the ability to gain vigilance actually comes up in the later part of games.
Skitter Eel
2.0 You’ll play this in decks that can really take advantage of +1/+1 counter synergy, but it isn’t that great in other decks, where its just inefficient – both before and after adapting.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Stony Strength
1.5 This kind of trick is almost never worth it. That’s even true in a set with some +1/+1 counter stuff going on. The stats boost isn’t enough, even if it is permanent.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Azorius Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 2: Ill-Gotten Inheritance
Code of Constraint
2.0 This is another card that gets an impressive boost from the Addendum, as it straight up freezes a card down. It is a little weird that the other effect basically doesn’t matter if you do the Addendum, so this card mostly feels like a split card with two options, and the Addendum option is way better. Adding “draw a card” to both effects is pretty nice in the right deck.
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
Senate Guildmage
4.0 I think this is the best of the Guildmages in this set. Both of its abilities are pretty nice, and easily usable. You end up just having a random mana around a lot in Limited! You can gain life if you really need to stabilize, or you can dig deeper in your deck if you need to find removal or press your advantage.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Spear Spewer
1.5 The idea here is that this can set up your cards that have Spectacle. And, it can do that for sure, but its body is otherwise a pretty big liability, and the Rakdos decks don’t have that hard of a time of making sure Spectacle is online anyway. If your deck is really leading hard into the mechanic, Spear Spewer is a worthy inclusion, but it is by no means a necessity for those types of decks.
Azorius Knight-Arbiter
2.5 This isn’t a bad win condition for Azorius control decks in this format. It is an excellent blocker that can give you inevitability while chipping away at the opponent’s life total.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Rampaging Rendhorn
2.5 This is a solid 5-drop with two pretty decent options. You know, like most Riot creatures.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Wrecking Beast
2.0 This is some fine top-curve to have in both Simic and Gruul decks. It hits hard whichever option you choose.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 3: Teysa Karlov
Teysa Karlov
3.0 In this format, this mostly will just make your cards with Aferlife better – but that’s pretty nice, since you’re going to end up with several cards featuring the mechanic in just about any Orzhov deck. You can find some other ways to abuse Teysa’s two abilities too!
Vindictive Vampire
3.0 This trigger is always strong, as it just really alters combat math for your opponent. It gets even better in a deck with good ways to sacrifice creatures, and the Rakdos deck in this format has enough ways to do that this is pretty sweet.
Collision
3.5 This card is a great example of how nice flexibility is! Being able to play a main deck Plummet effect is pretty sweet, and you definitely can here because the Colossus side is a pretty impressive combat trick that can allow for massive amounts of damage while also allowing your creature to win combat.
Expose to Daylight
0.5 This is mostly a sideboard card in this format. There just aren’t quite enough targets.
Lawmage's Binding
4.0 This is an excellent Common that lets you completely shut down just about any creature in the format, and Flash means you can do it at instant speed!
Concordia Pegasus
1.5 This is a French Vanilla flyer with decent stats. Most of the time you hope you don’t play it, but it isn’t a disaster if you do.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Simic Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 4: Vizkopa Vampire
Drill Bit
1.0 Most spells that are just 1-for-1 discard effects aren’t great in Limited. If you could always cast this for a single Black mana it would be pretty nice, but it will cost 3 mana way too often to be worth it in most cases.
Rakdos Firewheeler
3.5 A 4-mana 4/3 that kills a small creature and shocks the opponent is always a great deal!
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Open the Gates
2.5 This can be some pretty nice fixing if you’re in the market for that, and you often are in this format because the mana – and the Gate decks – are so good.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Thirsting Shade
1.5 This thing demands a ton of mana to be relevant, and it isn’t usually going to be worth it. It can pump itself, but on most boards it just isn’t able to attack.
Sphinx's Insight
2.5 Both options on this have their place. Sometimes you want to cast it during your opponents turn so that you can untap and play the new things you drew, but sometimes that additional life is great.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Vizkopa Vampire
2.0 This often just ends up trading for something and gaining you some life, which is fine, but not exactly exciting either.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 5: Pitiless Pontiff
Pitiless Pontiff
4.0 This thing is a nightmare to play against if you don’t have any Flyers. It will kill virtually anything it tangles with in combat. Deathtouch and indestructible is a nasty combination. And yeah, you do have to give up a creature to make that happen, but Orzhov has plenty of expendable creatures thanks to Afterlife.
Bolrac-Clan Crusher
2.5 Turning counters into damage is nice, but this card’s clunky stats aren’t, and you’ll often find yourself in situations where just keeping your counters around is better!
Syndicate Guildmage
3.5 This has two pretty nice abilities! The cheaper one can shut down big boys, which you can use either defensively or offensively. The second ability is the sort of thing you can use in the late game when the board is clogged up, and it can really help you get there.
Tenth District Veteran
1.5 This has mediocre stats and a pretty mediocre ability. Untapping one of your other creatures just doesn’t make a huge difference most of the time.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Prying Eyes
1.5 This is way overcosted for a card that only nets you two cards, but it does dig you pretty deep, and if your deck is controlling enough, you can run a copy.
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Gruul Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 6: Arrester's Zeal
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Scorchmark
2.5 Two mana for two damage at instant speed isn’t quite premium removal – but it is solid -- and the fact that this can exile stuff does come up sometimes.
Syndicate Messenger
2.5 This has almost-passable stats, so adding Afterlife 1 to the card is pretty nice! Like a lot of them, it can trade and then leave behind a token, which feels pretty good.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Chillbringer
3.5 Creatures that come down and have an immediate effect on the board are great, and Chillbringer freezes a creature down while giving you a pretty real flying body. This is an excellent Common, even as a five drop, you’d be happy to play as many as four of these. They just tend to swing the common in your favor way more often than your typical Common.
Mammoth Spider
2.0 This is a nice defensive creature if you’re in the market for one, and Green really does have a hard time with Flyers in this set, so having one of these around isn’t too bad.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Deface
0.5 There aren’t enough artifacts or defenders in this format for this to be main deck material.
Pack 3 Pick 7: Grasping Thrull
Swirling Torrent
1.5 This can have a big effect sometimes, as it lets you return two things, but it is a very costly card, and the fact it costs so much makes it a lot harder to come out ahead tempo-wise. Its not a bad thing to have a one-of in some decks, as it can really break a game open for you late, but that’s only for more controlling decks.
Junktroller
1.0 This format can do some grindy stuff, but Junktroller still isn’t something you should be interested in. The idea is that in the extreme late game you can choose what you draw every turn, but it just won’t work out that way very often.
Ghor-Clan Wrecker
1.5 Neither option here is fairly appealing, but the flexibility isn’t too bad.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.
Arrester's Zeal
1.5 This is a decent trick that has the upside of letting you do lethal in the air sometimes.
Grasping Thrull
3.5 This is a really great common for Orzhov decks. It is sort of a mini-Siege Rhino with Flying. And yeah, obviously it isn’t quite that good, but it is a very real flyer that immediately generates a 4-point life swing, and it turns out that’s a big deal.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 8: Consign to the Pit
Rakdos Firewheeler
3.5 A 4-mana 4/3 that kills a small creature and shocks the opponent is always a great deal!
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Ill-Gotten Inheritance
2.5 This card is a major overperformer, and another card that can really help control decks do their thing in this format. It looks like an Enchantment that doesn’t do enough up front, but the life drain it provides really makes it hard for your opponent to take you down. Basically, it will help you stabilize, and then gradually turn into your win condition in many games. Now, sometimes not adding to the board can be a real reliability against aggro decks, but this still does good work most of the time.
Act of Treason
1.0 // 3.0 As usually, if you’re in a deck with enough Sacrifice outlets, this is really sweet. Stealing an opposing creature, attacking them with it, and then sacrificing it is one of the sweetest feelings there is! But you are going to need to have a few different cards that allow you to cheaply sacrifice a creatures to make it worth it, and it isn’t something you really want in any other deck.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Rakdos Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 9: Bladebrand
Gravel-Hide Goblin
2.5 This has decent starting stats and an ability that can allow it to attack pretty much all game long, even if the ability is a little costly.
Knight of Sorrows
1.5 Afterlife is always nice, but this has such inefficient stats when it comes down that it still feels incredibly clunky.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Coral Commando
1.0 This is an unimpressive vanilla creature that you’ll really only run if you’re desperate.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Bladebrand
2.5 This lets any creature trade with anything, while drawing you a card, so you don’t 2-for-1 yourself in the end. Of course, you’re still only 1-for-1ing, and using a kind of risky card. If your opponent destroys the creature you target it can be especially devastating.
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Pack 3 Pick 10: Orzhov Guildgate
Wall of Lost Thoughts
2.0 Mill is a real strategy in this format, and the Wall isn’t bad in the decks that aim to do that. It slows down aggressive decks and allows you to pick away at the opposing library.
Simic Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Axebane Beast
1.5 This has sort of passable stats. If you need a reasonably efficient medium-sized body, this is it.
Clear the Mind
0.0 // 2.5 This card would be an F in most formats, but this format actually has real enough control decks that you can end up in a deck where Clear the Mind is sort of your win condition, since it keeps you from milling yourself out, while your opponent won’t be so lucky. You do generally need at least two of them to keep things going, but you’d be surprised how real of a strategy it is in this format.
Undercity Scavenger
2.0 This is a decent sacrifice outlet, as you end up with a 4-mana 5/5 that improves your next couple of draws. It isn’t that impressive, though, and you often won’t really feel like making the sacrifice is worth it.
Orzhov Guildgate
2.5 These are pretty important in this format. As usual fixing is always nice, but this format also has a ton of excellent gate payoffs. Its kind of funny, but in this Limited format, the Gates are actually a little better than Shocklands, since the payoffs you can get for playing Gates are so good.
Pack 3 Pick 11: Rafter Demon
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Burning-Tree Vandal
2.0 Rummaging when it attacks is fine, and because of Riot it can do it for you right away sometimes. The option of also making it a 3/2 is pretty sweet.
Rafter Demon
2.0 This is less impressive than most of the Spectacle cards. Without Spectacle, it is a horrendous 4-mana 4/2. It does get a pretty real upgrade if you do get Spectacle going, as a 5-mana 4/2 that forces a discard isn’t too bad, but it has some diminishing values as the game goes on.
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Slimebind
1.5 As always, this kind of removal is super underwhelming. It doesn’t do enough to actually remove a creature, only downgrading it, and it often doesn’t give you a card’s worth of value. If you’re really desperate you’ll play it, though.
Pack 3 Pick 12: Orzhov Locket
Feral Maaka
1.0 If you need a two drop well..that’s what this is, but you’ll only be playing this in an emergency.
Undercity's Embrace
1.5 Edict effects are always pretty underwhelming in Limited, since board states tend to be pretty clogged up, especially in this format. If you really need removal, and have a decent number of creatures with 4 or more power, it is a decent card, but it is basically never more than that.
Orzhov Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Consign to the Pit
2.5 Its expensive, but it does answer everything, and the two damage you get out of it is decent upside.
Pack 3 Pick 13: Grotesque Demise
Get the Point
3.5 This is great removal, kills everything no questions asked, and increases the chance that the card you’re going to draw will be what you want!
Rubble Reading
0.5 People play some ambitious mana bases in this format, but even then, this isn’t a great sideboard card.
Grotesque Demise
3.5 This efficiently deals with a whole lot of creatures in the format, and with many of them, you even get to trade up.
Pack 3 Pick 14: Debtors' Transport
Debtors' Transport
2.0 While Afterlife 2 is pretty nice, the cost and base stats of this are bad enough that it isn’t that exciting. It can definitely trade and leave some bodies behind, which is fine, but it isn’t a very impressive card.
Azorius Locket
2.0 If you need fixing, these are fine. Some mana rocks are pretty big duds once you have enough mana or the mana that you need, but its nice you can throw these away to get some cards.
Pack 3 Pick 15: Blade Juggler
Blade Juggler
3.5 This is pretty good even without Spectacle, and if you can cast it with Spectacle it feels incredible. A 3-mana 3/2 that draws you a card is an amazing rate, and will virtually always give you a 2-for-1.