Traveler's Amulet
2.5 This nicely fixes your mana, while also giving you an Artifact in the graveyard for Delirium.
Sin Prodder
3.5 A three mana 3/2 with Menace is a great starting point, and that’s good – because this ability isn’t quite as good as it looks. It actually gives your opponent some very real control over what you draw, and sure, sometimes the decision is hard because they might take some extra damage, but the fact they can just make you draw a land when you reveal it can be rough. The decision just doesn’t punish your opponent as much as you’d think. Don’t get me wrong, this card is still really good because of the baseline and the upside of drawing you extra cards, but it kind of looks like it would be a bomb, and it doesn’t get particularly close.
Ulvenwald Captive
3.0 As is true in most formats, ramping your mana is pretty good! Even when it is attached to a two mana ½ with Defender. Its transformation isn’t the most impressive, but it does let you ramp mana even more, it gets bigger, and it loses defender.
Ruthless Disposal
2.5 This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Stensia Masquerade
2.0 If you’re a Vampire deck, playing one of these is decent. The fact it has Madness means you can treat it as a trick sometimes that gives First Strike to all of your attackers. Buffing your Vampire is nice too! The problem here is that this card is pretty bad if you’re behind.
Faith Unbroken
2.5 This card is incredibly swingy. 4 mana to exile something and give a creature +2/+2 is an incredible rate, and if the creature and Enchantment stay around, your opponent loses. However, if your opponent finds a way to kill the Enchanted creature, they probably win, because you get absolutely blown out.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Apothecary Geist
3.0 This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Pack 1 Pick 2: Rabid Bite
Moonmist
0.5 Even with all this additional upside, this is still a fog, and those are rarely worth it in Limited.
Sigarda's Aid
0.0 This is here for Historic and Explorer, not Limited. There aren’t any Equipment in this set that you can abuse with this.
Conduit of Storms
3.0 A three mana ⅔ that gives you a mana every time it attacks isn’t too bad, and this can transform into a fairly impressive Eldrazi Werewolf.
Ruthless Disposal
2.5 This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Ride Down
3.0 Red-White is all about aggro, and Ride Down fits really well into a deck that is all about attacking. It is basically impossible for your opponent to set up a good block when you have this in your hand, and that’s exactly what you want.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Dawn Gryff
2.0 A three mana 2/2 Flyer was a lot better back in 2016, and I think this format is similar enough for this to be solid.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Lunarch Mantle
1.5 This offers a reasonable boost for the cost, but the downside of getting 2-for-1’d is still very real. This can work alright in really aggressive decks, but won’t always make the cut.
Rabid Bite
3.5 This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Pack 1 Pick 3: Deathcap Cultivator
Avacyn's Collar
2.5 The boost this offers isn’t really worth it, unless you have a lot of Humans, because then you can turn trades into an advantage.
Stromkirk Condemned
3.5 On its own, this is a two mana 2/2 that can buff itself by discarding a card, and if you’re in Black you’re likely to have a bunch of Vampires, cards with Delirium, and cards with Madness – and this works great with all of that.
Foul Orchard
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Deathcap Cultivator
4.0 This is a nice mana dork that can even fix your mana, and the fact it can get deathtouch is pretty nice. Most mana dorks stop being good in the late game, but adding deathtouch means this always has an impact on the board.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Terrarion
1.5 This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Wolfkin Bond
3.0 This is a surprisingly good Aura, and one you’re usually going to want one of in your Green decks. 5 mana is a lot, but the fact this gives you a 2/2 means that you do a good job of mitigating against the risk of getting 2-for-1’d.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Bound by Moonsilver
4.0 This is amazing removal, and it was at Uncommon last time around. Downshifting it is pretty surprising, because it deals with most things in the format quite effectively! Its great you can move it around when you need to, too.
Jace's Scrutiny
2.0 This is a little better than it might look at first, largely because the format has both a Spell deck and an Investigate deck. This ultimately replaces itself thanks to the Clue, and the -4/-0 can end up blanking an attack at worst, and sometimes you can even set up a really advantageous combat situation where your opponent actually loses a card.
Howlpack Wolf
2.0 This has decent stats, and if you're in Red/Green it basically has no downside.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Pack 1 Pick 4: Crawling Sensation
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Crawling Sensation
0.0 // 4.0 This is an amazing buildaround. It quickly gets you Delirium, and it adds to the board while loading up your graveyard with all that sweet, sweet value. That said, it doesn’t work in just any deck – it is mostly here for Black/Green.
Compelling Deterrence
2.5 Two mana to bounce a non-land permanent is usually playable, especially in a format with a spell deck! The Zombie upside is nice too, especially in situations when your opponent has an empty hand, when this basically feels like Doom Blade!
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Spontaneous Mutation
1.5 Like most -X/-0 Auras, this isn’t very good – even with Flash! It doesn’t get close enough to removing an entire card to feel like its worth it. It does get a small boost because of all the Prowess in the set, but you’re still hoping to play something better.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Tormenting Voice
2.5 This is better in this format than it is in pretty much any other! It helps you get Delirium and discard things with Madness, on top of also being a nice card for the Blue-Red spell deck since it triggers all of your payoffs.
Obsessive Skinner
3.5 Without Delirium, this is a two drop that usually makes the cut. When you get Delirium going, it becomes an impressive value engine, giving you a +1/+1 counter every turn.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Exultant Cultist
2.5 This is good sacrifice fodder, and can be especially spicy with Emerge. Even in the absence of those things, the fact you can trade this off for a 2-for-1 feels pretty good.
Pack 1 Pick 5: Gnarlwood Dryad
Vampiric Fury
1.0 // 2.5 This is cheaper than most Trumpet-Blast type effects, but only buffing Vampires is enough of a restriction that I’m not that thrilled about it. If you really got their on vampires, it isn’t a bad inclusion, but there are lots of Red decks that won’t play this.
Thermo-Alchemist
3.5 This is a great payoff in Blue-Red, but most Red decks in the format have enough instants and sorceries in them to make the Alchemist playable.
Hope Against Hope
1.0 This Aura isn’t really worth the downside. Sure, it can offer a massive boost – but there are times where it doesn’t offer a big enough one to off-set how dangerous playing this card is. Your board already has to be good in most scenarios, too. Getting 2-for-1’d is a big enough risk that you need your Auras to do more than this.
Faith Unbroken
2.5 This card is incredibly swingy. 4 mana to exile something and give a creature +2/+2 is an incredible rate, and if the creature and Enchantment stay around, your opponent loses. However, if your opponent finds a way to kill the Enchanted creature, they probably win, because you get absolutely blown out.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Faithbearer Paladin
2.0 This is better than it looks. A ¾ with lifelink is pretty beefy in this format, and represents a very real road block for aggro decks.
Howlpack Wolf
2.0 This has decent stats, and if you're in Red/Green it basically has no downside.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Pack 1 Pick 6: Intrepid Provisioner
Murderer's Axe
1.0 This mostly isn’t worth it. Sure, you want to be discarding in this format to set up Delirium and cast things for their Madness cost, but there are lots of better ways to do that. The fact there isn’t any other Equip cost on this at all is rough, because even in this format there are situations where you just can’t move this.
Reaper of Flight Moonsilver
2.5 The base stats here aren’t good – but if you have Delirium going, the Reaper can represent lethal on a lot of board states.
Rush of Adrenaline
2.0 This is a decent trick. The toughness boost of only 1 does mean your creature will die more often with this than you might like, but +2 power and trample for one mana can also result in huge blowouts.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Intrepid Provisioner
3.0 This is a solid Human payoff. The +2/+2 it offers often gives you a much better situation to attack with, and the 3/3 Trample body isn’t the worst thing.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
True-Faith Censer
3.0 This is a very efficient Equipment, especially if you’re in Green-White and have lots of humans. +2/+1 and Vigilance is enough to make just about any creature into a problem.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Apothecary Geist
3.0 This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
Pack 1 Pick 7: Wild-Field Scarecrow
Gatstaf Arsonists
2.5 This is a solid finisher. A 5-mana 5/4 is obviously not great, but a 5-mana 6/5 with Menace? Yeah, that closes out a lot of games.
Dusk Feaster
2.5 This is pretty bad if you can’t get delirium going. The good news is, by the time you’re going to want to cast this, you’re pretty likely to have it in a deck like Black-Green. At that point, it is a 5-mana ⅘ Flyer – which is pretty nice!
Pieces of the Puzzle
2.5 If your deck is spell heavy enough (so, mostly UR) this ends up being better than divination, especially because it loads your graveyard too! Outside of Blue-Red it becomes more questionable, though.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Fiend Binder
2.5 The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Apothecary Geist
3.0 This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
Pack 1 Pick 8: Veteran Cathar
Veteran Cathar
3.5 This has good base stats, and the ability to give double strike to your humans can be quite formidable. It is quite expensive to do it, though.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Intrepid Provisioner
3.0 This is a solid Human payoff. The +2/+2 it offers often gives you a much better situation to attack with, and the 3/3 Trample body isn’t the worst thing.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Dauntless Cathar
3.5 Trading this off for something and then getting a flying token out of your graveyard feels great. Also works well if you want to sacrifice it or you end up milling it.
Essence Flux
0.0 // 2.5 The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
Fiend Binder
2.5 The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Pack 1 Pick 9: Explosive Apparatus
Traveler's Amulet
2.5 This nicely fixes your mana, while also giving you an Artifact in the graveyard for Delirium.
Apothecary Geist
3.0 This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Pack 1 Pick 10: Epitaph Golem
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Lunarch Mantle
1.5 This offers a reasonable boost for the cost, but the downside of getting 2-for-1’d is still very real. This can work alright in really aggressive decks, but won’t always make the cut.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Pack 1 Pick 11: Grapple with the Past
Foul Orchard
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Terrarion
1.5 This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Pack 1 Pick 12: Explosive Apparatus
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Pack 1 Pick 13: Imprisoned in the Moon
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Faithbearer Paladin
2.0 This is better than it looks. A ¾ with lifelink is pretty beefy in this format, and represents a very real road block for aggro decks.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Pack 1 Pick 14: Reaper of Flight Moonsilver
Reaper of Flight Moonsilver
2.5 The base stats here aren’t good – but if you have Delirium going, the Reaper can represent lethal on a lot of board states.
Grotesque Mutation
2.0 This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
Pack 1 Pick 15: Alms of the Vein
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Pack 2 Pick 1: Dead Weight
Elder Cathar
3.0 This is a pretty nice payoff for Humans. Paying 3 mana for 4/4 worth of stats feels pretty good, and also makes the Cathar good sacrifice fodder.
Triskaidekaphobia
2.0 Believe it or not, this is better than it looks! The fact you can manipulate life totals until they line up just right means you can actually get this alternate win condition to work. Now, it still isn’t an amazing card, but at first glance it looks unplayable. It is a passable win condition in control decks, and a lot of fun!
Midnight Scavengers
2.5 This can give you a pretty nice 2-for-1, and if you have Graf Rats in your deck it has the potential to become an incredibly scary creature.
Call the Bloodline
0.0 // 3.0 In the right deck, this can be very powerful! There is a lot of Madness in this set, especially in Black-Red, and this is one of the best ways to get Madness going, since it also lets you add a very real body to the board.
Topplegeist
3.5 Without Delirium, Topplegeist is already a playable card. Then, if you can get Delirium online, this becomes absolutely insane, as tapping down a creature every turn can really shift the game in your favor.
Olivia's Bloodsworn
3.5 On its own, this is a two mana 2/1 Flyer that can give itself Haste, but if you’re in Black-Red you’re going to have plenty of other Vampires around.
Olivia's Dragoon
3.0 This card would be solid in any format, but in this one it is even better! It has a useful creature type and can help you get Delirium and Madness cards going.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Ingenious Skaab
3.5 This is an amazing common. If you took away its ability to change its stats OR Prowess, it would still be pretty high quality – but it has both! This is incredibly difficult to block, and it can hit really hard so that’s kind of a problem for your opponent.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
Exultant Cultist
2.5 This is good sacrifice fodder, and can be especially spicy with Emerge. Even in the absence of those things, the fact you can trade this off for a 2-for-1 feels pretty good.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Pack 2 Pick 2: Gnarlwood Dryad
Elder Cathar
3.0 This is a pretty nice payoff for Humans. Paying 3 mana for 4/4 worth of stats feels pretty good, and also makes the Cathar good sacrifice fodder.
Ulvenwald Captive
3.0 As is true in most formats, ramping your mana is pretty good! Even when it is attached to a two mana ½ with Defender. Its transformation isn’t the most impressive, but it does let you ramp mana even more, it gets bigger, and it loses defender.
Mercurial Geists
3.5 If you have enough cheap spells, the Geists hit incredibly hard. If you’re playing Blue-Red, your deck will have enough spells in it without even trying.
Mad Prophet
2.0 This is a nice repeatable way to get Madness going, but the stat-line means it dies to several one mana removal spells in the format, and that downside hurts.
Howlpack Resurgence
3.5 This works pretty well if you have lots of Wolves or Werewolves, and even plays quite well with them. Because it has Flash, you can pass the turn, have your wolves and werewolves transform, and then play this on your opponent’s turn. If this can buff most of your board, its great – but you don’t play it until you have 10+ wolves or werewolves.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Essence Flux
0.0 // 2.5 The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
Bloodbriar
2.5 This is a pretty real payoff for sacrifice decks, and it has passable base stats.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Incendiary Flow
4.0 Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
Drag Under
2.5 Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
Pack 2 Pick 3: Crow of Dark Tidings
Traveler's Amulet
2.5 This nicely fixes your mana, while also giving you an Artifact in the graveyard for Delirium.
Hinterland Logger
3.0 This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Advanced Stitchwing
3.5 This has decent base stats, and it is big enough that its ability to keep coming back from the graveyard is pretty great.
Pieces of the Puzzle
2.5 If your deck is spell heavy enough (so, mostly UR) this ends up being better than divination, especially because it loads your graveyard too! Outside of Blue-Red it becomes more questionable, though.
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Crow of Dark Tidings
3.0 This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
Wretched Gryff
4.0 This is one of the best Commons in the set. Casting it for the full 7 mana is totally passable, and if you can sacrifice something that gives you value and cast the Gryff for three or four mana – which happens all the time – it feels particularly amazing.
Ghoulcaller's Accomplice
3.0 This has solid base stats, and the fact you can get a Zombie out of it from the graveyard is great! Obviously, the rate on that second body isn’t amazing, but card advantage is card advantage. It also means you can discard or mill this and still get some nice value out of it.
Pack 2 Pick 4: Macabre Waltz
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Gatstaf Arsonists
2.5 This is a solid finisher. A 5-mana 5/4 is obviously not great, but a 5-mana 6/5 with Menace? Yeah, that closes out a lot of games.
Hamlet Captain
3.5 This is a nice Human payoff that can make most boards significantly better. It doesn’t buff itself, though, so it often goes down in one attack.
Spectral Shepherd
3.0 UW is all about spirits, and it has a sub-theme of abusing ETB abilities. The Shepherd’s activated abilities can help you trigger them, while also allowing you to save your Spirits from removal.
Pyre Hound
1.0 // 3.5 This is a buildaround, but it is also an incredibly important and powerful Common for the Blue-Red deck. It gets massive in that deck, and the Trample is a real problem for your opponent.
Insatiable Gorgers
2.5 A 4-mana 5/3 isn’t too bad, even if it has to always attack, and the Madness upside is nice to have.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Tattered Haunter
2.0 This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
Intrepid Provisioner
3.0 This is a solid Human payoff. The +2/+2 it offers often gives you a much better situation to attack with, and the 3/3 Trample body isn’t the worst thing.
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
Pack 2 Pick 5: Certain Death
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Ruthless Disposal
2.5 This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Murderer's Axe
1.0 This mostly isn’t worth it. Sure, you want to be discarding in this format to set up Delirium and cast things for their Madness cost, but there are lots of better ways to do that. The fact there isn’t any other Equip cost on this at all is rough, because even in this format there are situations where you just can’t move this.
Exultant Cultist
2.5 This is good sacrifice fodder, and can be especially spicy with Emerge. Even in the absence of those things, the fact you can trade this off for a 2-for-1 feels pretty good.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Moonlight Hunt
2.5 This is a fairly effective removal spell, as you can often use it effectively even with just a single Wolf or Werewolf. Your deck does need to be loaded up with them for this to be at its best, though – as if you don’t have a wolf or werewolf in play, this does stone nothing.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Byway Courier
3.5 This is good at trading off for things, and the Clue it gives you means you’re going to get a 2-for-1.
Pack 2 Pick 6: Accursed Witch
Moonmist
0.5 Even with all this additional upside, this is still a fog, and those are rarely worth it in Limited.
Accursed Witch
3.5 This hits hard, can trade for many things, and when it dies it becomes a serious problem for your opponent. As a curse, it drains your opponent 1 life every upkeep, which really snowballs. It is especially nasty to sacrifice this to cast something with Emerge!
Foul Orchard
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
Confront the Unknown
1.5 This only gives +1/+1 a little too often to be anything special. Some really clue-heavy decks can get some good use out of this, but it isn’t exactly the payoff you’re hoping for.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Faithbearer Paladin
2.0 This is better than it looks. A ¾ with lifelink is pretty beefy in this format, and represents a very real road block for aggro decks.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Pack 2 Pick 7: Neglected Heirloom
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Neglected Heirloom
3.5 The base form of the Heirloom is a solid piece of Equipment, and once it transforms it can make any creature into a major threat. Transforming it isn’t always easy of course, and works best in Red-Green, but because it has such a good baseline, it is worth valuing fairly highly.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Drag Under
2.5 Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Imprisoned in the Moon
2.5 This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
Essence Flux
0.0 // 2.5 The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Ember-Eye Wolf
2.5 This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Pack 2 Pick 8: Kindly Stranger
Elder Cathar
3.0 This is a pretty nice payoff for Humans. Paying 3 mana for 4/4 worth of stats feels pretty good, and also makes the Cathar good sacrifice fodder.
Summary Dismissal
1.5 The stack doesn’t usually get very large in Limited, so this is mostly just a 4-mana counterspell that can go after abilities as well as spells. That’s not great.
Kindly Stranger
4.0 If Delirium is online, this is basically a 6-mana 4/3 that destroys a creature when it enters the battlefield. That’s insanely strong! Now, it does take some set up, and sometimes you don’t have six mana to do it all at once, but either way, the Stranger is very powerful.
Veteran Cathar
3.5 This has good base stats, and the ability to give double strike to your humans can be quite formidable. It is quite expensive to do it, though.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Macabre Waltz
2.5 You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Borrowed Malevolence
2.0 This doesn’t feel amazing no matter how you cast it. If you can Escalate it, the boost it offers your creature and the -1/-1 it gives an opponent’s can be pretty nice, but three mana is steep enough that I don’t love this.
Pack 2 Pick 9: Call the Bloodline
Midnight Scavengers
2.5 This can give you a pretty nice 2-for-1, and if you have Graf Rats in your deck it has the potential to become an incredibly scary creature.
Call the Bloodline
0.0 // 3.0 In the right deck, this can be very powerful! There is a lot of Madness in this set, especially in Black-Red, and this is one of the best ways to get Madness going, since it also lets you add a very real body to the board.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Ingenious Skaab
3.5 This is an amazing common. If you took away its ability to change its stats OR Prowess, it would still be pretty high quality – but it has both! This is incredibly difficult to block, and it can hit really hard so that’s kind of a problem for your opponent.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
Pack 2 Pick 10: Wild-Field Scarecrow
Mercurial Geists
3.5 If you have enough cheap spells, the Geists hit incredibly hard. If you’re playing Blue-Red, your deck will have enough spells in it without even trying.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Wild-Field Scarecrow
3.0 This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Essence Flux
0.0 // 2.5 The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Drag Under
2.5 Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
Pack 2 Pick 11: Highland Lake
Traveler's Amulet
2.5 This nicely fixes your mana, while also giving you an Artifact in the graveyard for Delirium.
Highland Lake
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Pack 2 Pick 12: Hamlet Captain
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Hamlet Captain
3.5 This is a nice Human payoff that can make most boards significantly better. It doesn’t buff itself, though, so it often goes down in one attack.
Guardian of Pilgrims
2.0 This has medium base stats, and has a medium ETB ability. So basically, it's medium.
Drogskol Shieldmate
2.0 This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
Pack 2 Pick 13: Geist of the Archives
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Pack 2 Pick 14: Thraben Foulbloods
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Sanitarium Skeleton
1.0 // 2.5 If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
Pack 2 Pick 15: Field Creeper
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Pack 3 Pick 1: Avacyn's Judgment
Avacyn's Judgment
4.0 Even if you have no discard outlets, this is a nice removal spell. It can take down one X/2 or a couple of X/1s. If you have discard outlets this gets really crazy, as it becomes an instant speed version of Blaze that lets you divide damage however you want, which is amazing.
Lone Rider
3.0 In the right format, this would be bonkers! Unfortunately, this format doesn’t have a dedicated life gain archetype, so gaining 3 or more life with it and transforming it into It That Rides as One isn’t as easy you might think. It is certainly doable, but not something that happens with regularity.
Furyblade Vampire
2.5 It is a bit of a bummer that you have to discard the card at the beginning of combat in this case, because it makes it harder to pull off Madness shenanigans, but this is often a two mana 4/2 with Trample that helps you cast things for their reduced Madness costs.
Olivia's Bloodsworn
3.5 On its own, this is a two mana 2/1 Flyer that can give itself Haste, but if you’re in Black-Red you’re going to have plenty of other Vampires around.
Blessed Alliance
3.5 The most useful mode on this is usually making your opponent sacrifice an opposing creature. Paying 2 mana for that isn’t amazing, especially when your opponent attacks with multiple creatures. However, the fact you can pump some extra mana into this for some extra effects is great.
Aim High
1.5 This type of trick is rarely good. The stats boost is medium for two mana, and Reach and untapping are mostly only relevant on defense, which is the worst possible time to use a trick.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
Bound by Moonsilver
4.0 This is amazing removal, and it was at Uncommon last time around. Downshifting it is pretty surprising, because it deals with most things in the format quite effectively! Its great you can move it around when you need to, too.
Merciless Resolve
1.5 There are some expendable bodies in this format for sure, and the fact you can sacrifice a land is nice. But this is still fairly clunky for the effect, which often amounts to you breaking even on cards. That’s not especially exciting.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Thraben Inspector
3.0 This is a nice one drop. Generating a clue is great value to add to a one mana ½, and it even has a useful creature type.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 3 Pick 2: Dead Weight
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Stensia Masquerade
2.0 If you’re a Vampire deck, playing one of these is decent. The fact it has Madness means you can treat it as a trick sometimes that gives First Strike to all of your attackers. Buffing your Vampire is nice too! The problem here is that this card is pretty bad if you’re behind.
Hamlet Captain
3.5 This is a nice Human payoff that can make most boards significantly better. It doesn’t buff itself, though, so it often goes down in one attack.
Ulrich's Kindred
3.0 This has a solid baseline, and granting indestructibility to your werewolves can be great! That said, the ability is fairly costly, and if your opponent has mana up when you try to use it, prepare to get blown out.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Sigardian Priest
2.5 This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Terrarion
1.5 This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Take Inventory
1.0 // 3.5 This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Alchemist's Greeting
3.0 If you’re only casting this normally, it is clunky as heck. If you have enough discard outlets though, it becomes a premium removal spell.
Pack 3 Pick 3: Indulgent Aristocrat
Vampiric Fury
1.0 // 2.5 This is cheaper than most Trumpet-Blast type effects, but only buffing Vampires is enough of a restriction that I’m not that thrilled about it. If you really got their on vampires, it isn’t a bad inclusion, but there are lots of Red decks that won’t play this.
Harvest Hand
4.0 A three mana 2/2 isn’t a great starting point, but trading this off or sacrificing it to something with Emerge is pretty amazing, because it comes back as a very real Equipment that has some Human upside. You end up getting a pretty amazing deal for only three mana.
Indulgent Aristocrat
3.5 This is a great Vampire payoff. It is a bit awkward sometimes that you have to sacrifice something to put the counters on your creatures, but if you’ve got enough Vampires in play that is well worth the price.
Rise from the Tides
0.0 // 3.5 This is a legit buildaround in the format. Milling yourself is a very real theme, as are Instants and Sorceries, so it isn’t uncommon for Rise from the Tides to work as a nice win condition in a Blue control deck. Obviously it is horrible in any deck that isn’t actually good at both of those things, but the ceiling here is very high.
Borrowed Grace
1.5 So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Jace's Scrutiny
2.0 This is a little better than it might look at first, largely because the format has both a Spell deck and an Investigate deck. This ultimately replaces itself thanks to the Clue, and the -4/-0 can end up blanking an attack at worst, and sometimes you can even set up a really advantageous combat situation where your opponent actually loses a card.
Pack 3 Pick 4: Gavony Unhallowed
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Stone Quarry
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Veteran Cathar
3.5 This has good base stats, and the ability to give double strike to your humans can be quite formidable. It is quite expensive to do it, though.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Stormrider Spirit
2.0 The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
Fiend Binder
2.5 The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Insolent Neonate
2.5 This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
Drag Under
2.5 Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
Thornhide Wolves
2.0 Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
Gavony Unhallowed
2.0 This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
Pack 3 Pick 5: Dead Weight
Ruthless Disposal
2.5 This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Borrowed Hostility
0.0 This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
Devilthorn Fox
1.5 A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Convolute
1.5 This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Dead Weight
3.5 This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 3 Pick 6: Gnarlwood Dryad
Battleground Geist
2.5 There are lots of Spirits in this set, and this will be doubly true while Battleground Geist is in the format. It has passable stats and impacts the board right away.
Drunau Corpse Trawler
3.5 Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
Blood Mist
0.0 This is bad. It isn’t worth the mana or the card. Double strike on one creature can sometimes be pretty sweet, but the fact it only works on one creature and only on your turn is rough. You basically already need a really good creature or this is irrelevant.
Howlpack Wolf
2.0 This has decent stats, and if you're in Red/Green it basically has no downside.
Gnarlwood Dryad
3.0 A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
Strength of Arms
2.5 This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
Fogwalker
2.5 This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Apothecary Geist
3.0 This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
Pack 3 Pick 7: Briarbridge Patrol
Butcher's Cleaver
1.5 In original Innistrad, this was a nasty combo with Invisible Stalker. Sadly, the Stalker and the Cleaver won’t be in the format at the same time, and that definitely hurts this card’s stock. It costs a lot to cast and to Equip. While lifelink is nice, this is often just too clunky.
Game Trail
2.5 Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Briarbridge Patrol
3.0 This isn’t quite as good as it looks, which is partly why they downshifted it from Uncommon. A 4-mana 3/3 isn’t very good, and while this has a big text box, it doesn’t do anything that good. It does generate Clues for you whether it blocks or gets blocked, which means you do ultimately get a 2-for-1 out of it pretty often. I wouldn’t count on being able to effectively utilize the card’s other ability, though. These sorts of effects always underperform in Limited, partly because you can’t really build a deck with enough monsters to cheat into play. So, you don’t often have something worth putting into play with the effect – oftentimes, it is better to just hold on to all of your clues.
Pyre Hound
1.0 // 3.5 This is a buildaround, but it is also an incredibly important and powerful Common for the Blue-Red deck. It gets massive in that deck, and the Trample is a real problem for your opponent.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Confront the Unknown
1.5 This only gives +1/+1 a little too often to be anything special. Some really clue-heavy decks can get some good use out of this, but it isn’t exactly the payoff you’re hoping for.
Drownyard Explorers
2.0 This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Pack 3 Pick 8: Grapple with the Past
Vampiric Fury
1.0 // 2.5 This is cheaper than most Trumpet-Blast type effects, but only buffing Vampires is enough of a restriction that I’m not that thrilled about it. If you really got their on vampires, it isn’t a bad inclusion, but there are lots of Red decks that won’t play this.
Stone Quarry
2.5 These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Ruthless Disposal
2.5 This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
Terrarion
1.5 This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Grapple with the Past
2.5 You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
Field Creeper
1.5 This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
Weirded Vampire
1.5 This is bad if you don’t cast it with Madness, and mediocre when you do.
Pack 3 Pick 9: Blessed Alliance
Olivia's Bloodsworn
3.5 On its own, this is a two mana 2/1 Flyer that can give itself Haste, but if you’re in Black-Red you’re going to have plenty of other Vampires around.
Blessed Alliance
3.5 The most useful mode on this is usually making your opponent sacrifice an opposing creature. Paying 2 mana for that isn’t amazing, especially when your opponent attacks with multiple creatures. However, the fact you can pump some extra mana into this for some extra effects is great.
Laboratory Brute
1.5 You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
Ravenous Bloodseeker
2.5 This is a nice discard outlet that can be pretty obnoxious to block in the early game.
Merciless Resolve
1.5 There are some expendable bodies in this format for sure, and the fact you can sacrifice a land is nice. But this is still fairly clunky for the effect, which often amounts to you breaking even on cards. That’s not especially exciting.
Gisa's Bidding
3.5 This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 3 Pick 10: Ghoulraiser
Ghoulraiser
3.0 Gravedigger for three mana is a nice card, even if you can only get back Zombies and it is entirely random! This delivers a nice 2-for-1 in most Black decks.
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Weirding Wood
2.0 This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Terrarion
1.5 This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
Epitaph Golem
0.0 // 2.5 This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
Pack 3 Pick 11: Liliana's Elite
Geist of the Archives
3.0 This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
Alms of the Vein
1.0 Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
Magmatic Chasm
0.0 // 2.0 You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
Certain Death
2.5 This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
Pack 3 Pick 12: Pick the Brain
Graf Rats
1.0 You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
Pick the Brain
0.5 Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
Explosive Apparatus
1.5 This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
Swift Spinner
1.5 This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Pack 3 Pick 13: Thraben Foulbloods
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Haunted Fengraf
1.0 This is bad for your mana base, and the fact it is random is a pretty big problem.
Pack 3 Pick 14: Thraben Foulbloods
Magnifying Glass
1.0 This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
Thraben Foulbloods
2.5 A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
Pack 3 Pick 15: Liliana's Elite
Liliana's Elite
1.5 Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.