Trap Essence
2.5 Countering a creature and making one of yours better is a nice feeling. This is still situational and narrow enough that it isn't great, though.
Roar of Challenge
1.5 As usual, Lure effects are bad in Limited. This one is a little bit better than most, because when you can line it up with Ferocious, it CAN be devastating. But you have to rely on your opponent's board and yours being in the right state.
Temur Charm
4 The first two modes carry most of the weight here, as it can be an efficient fight spell or a counterspell. The third mode comes up rarely, but when it's good, it tends to be really good.
Chief of the Edge
3 Black/White cares about Warriors, and you're going to have them without really trying, so the Chief has a real impact on the board the turn it comes down.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Woolly Loxodon
2.5 This massive Morpher can create all kinds of problems when you turn it sideways, either threatening to do a ton of damage out of nowhere, or completely annihilate anything that blocks it.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Pack 1 Pick 2: Abzan Falconer
Waterwhirl
1 This is expensive enough that it's hard or you to get a tempo advantage, and most of the time you go down a card for the effect.
Abzan Falconer
3.5 If you're in White, there's a good chance this will give one or two of your creatures Flying right away, and it becomes a pretty impressive flying threat on its own if it's left unchecked.
Cranial Archive
1 This is mostly sideboard material for Sultai opponents. It does replace itself and trigger Prowess, though, so it isn't entirely terrible in your main deck.
Force Away
2.5 This is decent without Ferocious, but if you can take the loot on to it you're going to feel really happy.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Treasure Cruise
3.5 It isn't quite as broken here as it is in 60-card formats, because you can't load your graveyard quite as quickly -- but you definitely can get this to the point where you are paying a tiny amount of mana to draw 3. You want one in most Blue decks, but not more than one.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
Canyon Lurkers
1.5 This can get a big hit in out of nowhere, but the low toughness means that morphing this isn't going to feel like a great deal most of the time, because it always has two toughness.
Ponyback Brigade
4 This is a very strong Common. Playing it face up feels pretty good. Turning it face up after playing it face down feels good too. Four bodies out of one card is just a really big deal.
Pack 1 Pick 3: Seeker of the Way
Heart-Piercer Bow
0 Picking off small creatures is just too narrow of a use.
Seeker of the Way
4 This is an absolute beating. It's very easy to buff Prowess creatures in this format, making it a nightmare to block the Seeker. Getting lifelink to go along with the stats boost is a huge deal too.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
Weave Fate
2 This is worth it in Prowess decks. That's a little less true in the other Blue decks, though.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Pack 1 Pick 4: Savage Punch
Chief of the Edge
3 Black/White cares about Warriors, and you're going to have them without really trying, so the Chief has a real impact on the board the turn it comes down.
Dragon's Eye Savants
1.5 Seeing your opponent's hand just isn't much of an effect, and neither a three mana 2/2 nor a two mana 0/6 is something you're excited about.
Gurmag Swiftwing
2 This is a nice place to put counters or other buffs if you have them. It quickly becomes outclassed if you don't, though.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Alabaster Kirin
2 This has passable stats for this set, and is a great place to put +1/+1 counters.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Rakshasa's Secret
1.5 This is better than most Mind Rots, mostly because most Black decks are pretty happy to also put three cards into their graveyard.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Pack 1 Pick 5: Smite the Monstrous
Mardu Blazebringer
1 The idea here is supposed to be that this gives you an early 4-power creature for Red-Green decks, but there are way better options for that around that aren't virtually dead cards.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
Cancel
1.5 As usual, this is a borderline playable.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Wind-Scarred Crag
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Mardu Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Pack 1 Pick 6: Archers' Parapet
Smite the Monstrous
2 You can run it in your deck if you need to, but it doesn't always have a target.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Efreet Weaponmaster
3 The fact this has high power and first strike makes it hard for anything to block this, and it can reall wreck combat when it turns face up between it's own stat-line and the boost it can offer to something else.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Cancel
1.5 As usual, this is a borderline playable.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Pack 1 Pick 7: Smoke Teller
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Krumar Bond-Kin
1.5 This never feels great, but sometimes morphing it can result in hitting your opponent harder than they expect, or even taking down a blocker and surviving.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Rush of Battle
1 There are definitely Warriors in this set, and giving them all a reasonable buff and lifelink can sometimes help you win a race, but this demands you be good at going wide and running enough Warriors to really be worthwhile, and those things are far from guaranteed.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Pack 1 Pick 9: Roar of Challenge
Roar of Challenge
1.5 As usual, Lure effects are bad in Limited. This one is a little bit better than most, because when you can line it up with Ferocious, it CAN be devastating. But you have to rely on your opponent's board and yours being in the right state.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Pack 1 Pick 10: Awaken the Bear
Cranial Archive
1 This is mostly sideboard material for Sultai opponents. It does replace itself and trigger Prowess, though, so it isn't entirely terrible in your main deck.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Pack 1 Pick 11: Sagu Archer
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 1 Pick 12: Tormenting Voice
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Pack 1 Pick 13: Kin-Tree Warden
Mardu Blazebringer
1 The idea here is supposed to be that this gives you an early 4-power creature for Red-Green decks, but there are way better options for that around that aren't virtually dead cards.
Kin-Tree Warden
1.5 It's hard for any Morph creature to be unplayable, since they are all Gray Ogres with upside, but this one is very underwhelming.
Pack 1 Pick 14: Highland Game
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Pack 2 Pick 1: High Sentinels of Arashin
High Sentinels of Arashin
4.5 This has great starting stats and will often be much larger, especially because it can hand out +1/+1 counters in the late game.
Jeskai Charm
4 This is either a quality removal spell, a mediocre burn spell, or a situationally powerful mass pump effect. Sign me up.
Pine Walker
4 A 5-mana 5/5 is no joke, and the Morph upside here is great, as it grants one-turn Vigilance to your Morphers -- including itself.
Murderous Cut
4 This often feels like it only costs a single Black mana, and it would be premium removal if it always cost 4.
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Abzan Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Cancel
1.5 As usual, this is a borderline playable.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Trumpet Blast
1.0 // 2.5 Some Mardu decks can go really wide, and having one of these in that type of deck is a good idea.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Arrow Storm
2.5 This is a Lava Axe that can actually hit creatures, which makes for a pretty solid card, even at five mana. It's a bit worse than the axe if you're not Raiding, but it is pretty doable to get that going in Red.
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Pack 2 Pick 2: Abzan Battle Priest
Nomad Outpost
3.5 These tri-lands are fairly high picks, as you're going to find yourself running three colors in virtually every deck since doing so gives you access to powerhouses like the Charms. These make that much easier on your mana base.
Abzan Battle Priest
3.5 This often comes down and immediately gives a creature or two Lifelink, and like all Outlast creatures if it sticks around it becomes a threat all on its own too.
Burn Away
3.5 A 5-mana deal 6 instant is pretty nice. It can kill almost anything and can produce blowouts sometimes. The fact this just nukes the whole graveyard can really matter against decks in the Sultai colors too.
Act of Treason
1.0 // 2.5 As usual, not really worth it unless you've got some sacrifice outlets to get rid of the creature you steal.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Salt Road Patrol
2 This has an almost passable starting stat-line, and it's ability to grow can make it ito an impressive creature if the game goes long enough.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Bloodfell Caves
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Pack 2 Pick 3: Salt Road Patrol
Sultai Soothsayer
4 This adds a very relevant body to the board while generating a 2-for-1 that loads your graveyard. That's exactly what Sultai decks want to be doing in this format.
Raiders' Spoils
1.5 The stats boost is not worth 4 mana, and even though this set has Warriors in Black, most decks don't have enough of them for this to draw you cards consistently enough.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Tormenting Voice
2 This is nice in Prowess decks, and passable elsewhere.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Salt Road Patrol
2 This has an almost passable starting stat-line, and it's ability to grow can make it ito an impressive creature if the game goes long enough.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 2 Pick 4: Ainok Bond-Kin
Winterflame
3 You're usually going to be choosing both, and tapping something and killing a small creature for three is a good deal.
Riverwheel Aerialists
2.5 This is a decent finisher for Prowess decks. The stat-line was better back in 2014, and it's very rarely only a 4/5 anyway.
Dazzling Ramparts
1.5 This isn't a terrible defensive card, but it isn't something you're really hoping to get either. It can block, but it can't kill things, and while the tap effect is nice it is also kind of awkward on a creature you want to block with.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Dismal Backwater
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Mardu Skullhunter
3 If you can consistently get your opponent to discard when this enters, it feels great. If you can't, it's kind of a liability. The good news is, it's easy enough to get the discard for this to be a very nice common.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Bloodfire Mentor
1.5 If you need to make a game go long, you could do worse than this. The body blocks reasonably well and it can dig you deeper in your library to find your outs. It doesn't do any of it efficiently, though.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Disdainful Stroke
0.5 This is worse in this format than in most because of Morph. You'll have even less targets than usual. Leave it in your sideboard.
Pack 2 Pick 5: Watcher of the Roost
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
Watcher of the Roost
3 This has passable stats and often amounts to being a three mana 2/1 flyer that gains you 2 life, and that's a nice card.
Force Away
2.5 This is decent without Ferocious, but if you can take the loot on to it you're going to feel really happy.
Swiftwater Cliffs
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Jungle Hollow
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Shambling Attendants
2.5 A 3/5 death touch is a really frustrating body for your opponent to contend with, and you can get this down for 3 or 4 mana reasonably often.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Disowned Ancestor
2.5 This having high toughness is pretty nice in a format with a toughness-matters archetype, and it's toughness can get high in a hurry.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Pack 2 Pick 6: Kill Shot
Dazzling Ramparts
1.5 This isn't a terrible defensive card, but it isn't something you're really hoping to get either. It can block, but it can't kill things, and while the tap effect is nice it is also kind of awkward on a creature you want to block with.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Unyielding Krumar
1.5 This is awful if you can't give it Vigilance, and passable if you can.
Defiant Strike
1.0 // 2.5 This is pretty awful if you don't have a bunch of Prowess in your deck. However, getting lots of Prowess is very doable, so you'll find yourself in decks where this works nicely often enough.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Trumpet Blast
1.0 // 2.5 Some Mardu decks can go really wide, and having one of these in that type of deck is a good idea.
Kill Shot
2.5 It is far from premium, but Kill Shot does the job often enough to be a worthwhile inclusion in most White decks.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Pack 2 Pick 7: Sagu Archer
Despise
1.5 This is decent disruption, but it has the usual downside this type of card has: it doesn't do much when you draw it late.
Dragon's Eye Savants
1.5 Seeing your opponent's hand just isn't much of an effect, and neither a three mana 2/2 nor a two mana 0/6 is something you're excited about.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 2 Pick 8: Mardu Warshrieker
Jeskai Elder
2.5 Like most Prowess creatures in the set, this is better than it looks. It's tough to block because you can buff it so much at instant speed, and you get a pretty nice trigger when it hits the opponent, so that's some pretty great tension in your favor.
Dutiful Return
2 This is clunky for sure, but as usual having one of this type of effect tends to feel good in the late game. It does get worse if you're planning on delving a lot.
Jeskai Windscout
3 This is one of Blue's best Commons. It has passable base stats and Prowess means it's going to be hard to block and hit hard.
Jeskai Student
2.5 This stat-line performs surprisingly well in a set loaded with instant-speed ways to trigger Prowess.
War Behemoth
1.5 This is really inefficient no matter how you play it.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Pack 2 Pick 9: Awaken the Bear
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Cancel
1.5 As usual, this is a borderline playable.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Pack 2 Pick 10: Ainok Bond-Kin
Salt Road Patrol
2 This has an almost passable starting stat-line, and it's ability to grow can make it ito an impressive creature if the game goes long enough.
Dragonscale Boon
1.5 This is an incredibly weak boost for the cost, even if the tokens are permanent and your creature untaps.
Whirlwind Adept
2.5 Hexproof can make this card into a nightmare for your opponent, especially if you find ways to buff it -- like Auras or +1/+1 counters. It also has the 4 power that Ferocious decks want.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Pack 2 Pick 11: Sagu Archer
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Lens of Clarity
0 This is laughably bad. It isn't worth a card or one mana to get these effects.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 2 Pick 12: Riverwheel Aerialists
Riverwheel Aerialists
2.5 This is a decent finisher for Prowess decks. The stat-line was better back in 2014, and it's very rarely only a 4/5 anyway.
Dazzling Ramparts
1.5 This isn't a terrible defensive card, but it isn't something you're really hoping to get either. It can block, but it can't kill things, and while the tap effect is nice it is also kind of awkward on a creature you want to block with.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Pack 2 Pick 13: Quiet Contemplation
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Pack 2 Pick 14: Siegecraft
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Pack 3 Pick 1: Mantis Rider
Mantis Rider
4 If you can consistently cast this on turn three, it is pretty awesome. While it does get less impressive later in the game, it's keyword abilities almost always mean it's relevant.
Burn Away
3.5 A 5-mana deal 6 instant is pretty nice. It can kill almost anything and can produce blowouts sometimes. The fact this just nukes the whole graveyard can really matter against decks in the Sultai colors too.
Secret Plans
1.5 // 4.0 This Morph buildaround is actually better than the Rare one! Making your morphs 2/3s actually matters, since it means they will outlcass opposing morphs, and drawing cards every time you turn something face up is a huge deal.
Mardu Heart-Piercer
3 If this was always a 4-mana 2/3 that did two damage on ETB, it would be a 4.0. Unfortunately, it's not always going to get it done, and when it can't it feels pretty bad. Still, you can get it going often enough for it to be a very powerful Common.
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Rite of the Serpent
2 It's expensive, but it answers everything and might even give you a Snake.
Efreet Weaponmaster
3 The fact this has high power and first strike makes it hard for anything to block this, and it can reall wreck combat when it turns face up between it's own stat-line and the boost it can offer to something else.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Disowned Ancestor
2.5 This having high toughness is pretty nice in a format with a toughness-matters archetype, and it's toughness can get high in a hurry.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Pack 3 Pick 2: Chief of the Edge
Chief of the Edge
3 Black/White cares about Warriors, and you're going to have them without really trying, so the Chief has a real impact on the board the turn it comes down.
Arc Lightning
4 At worst, this is three mana to kill something with three toughness which is plenty good. At it's best, it can pick off three creatures. And that's without talking about the fact that it can hit your opponent too!
Kheru Bloodsucker
2 This is a decent high toughness pay-off, but it's bad stat-line and expensive activated ability keep it from being anything ultra impressive.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Throttle
2 It's not the most efficient removal in the world, but it answers most creatures in the format at Instant speed.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Leaping Master
2 This is a passable two drop. Giving it flying is expensive, but it does keep it relevant in most games.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Rush of Battle
1 There are definitely Warriors in this set, and giving them all a reasonable buff and lifelink can sometimes help you win a race, but this demands you be good at going wide and running enough Warriors to really be worthwhile, and those things are far from guaranteed.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Krumar Bond-Kin
1.5 This never feels great, but sometimes morphing it can result in hitting your opponent harder than they expect, or even taking down a blocker and surviving.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Pack 3 Pick 3: Alpine Grizzly
Winterflame
3 You're usually going to be choosing both, and tapping something and killing a small creature for three is a good deal.
Secret Plans
1.5 // 4.0 This Morph buildaround is actually better than the Rare one! Making your morphs 2/3s actually matters, since it means they will outlcass opposing morphs, and drawing cards every time you turn something face up is a huge deal.
Temur Charm
4 The first two modes carry most of the weight here, as it can be an efficient fight spell or a counterspell. The third mode comes up rarely, but when it's good, it tends to be really good.
Alpine Grizzly
2 This is a passable stat-line, and it gets an extra bump in a set with Ferocious.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Jeskai Windscout
3 This is one of Blue's best Commons. It has passable base stats and Prowess means it's going to be hard to block and hit hard.
Scout the Borders
2 If you need to load your graveyard in Green -- and you often do -- this does the job.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Abomination of Gudul
2.5 Playing this on turn three and flipping it turn five isn't too shabby. Even playing it face up for full price doesn't feel terrible. It offers a threatening flying body and some nice card selection.
Tranquil Cove
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Pack 3 Pick 4: Woolly Loxodon
Seek the Horizon
1 It's far too difficult to consistently spend six on this and actually get something that is worth that much mana on to the battlefield. It's truly horrendous when you don't have Ferocious online.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Bitter Revelation
2 This lets you see a ton of cards, and loads your graveyard. It's a bit clunky, but many black decks do well with the first copy.
Woolly Loxodon
2.5 This massive Morpher can create all kinds of problems when you turn it sideways, either threatening to do a ton of damage out of nowhere, or completely annihilate anything that blocks it.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Snowhorn Rider
3 Like most Morphs with size, turning this face up can wreck combat or make your opponent take more damage than they expected out of nowhere.
Abzan Guide
3 Big lifelinkers can make life a real headache for your opponent, and this one can show up out of nowhere.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Rotting Mastodon
1.5 High toughness matters in Black in this format, so this makes the cut on occasion.
Pack 3 Pick 5: Despise
Despise
1.5 This is decent disruption, but it has the usual downside this type of card has: it doesn't do much when you draw it late.
Quiet Contemplation
0 This doesn't do enough to be a worthwhile payoff for Prowess decks.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Thornwood Falls
3 Fixing is extra important in this wedge-focused set, so these gain lands are higher picks than they normally are.
Mardu Skullhunter
3 If you can consistently get your opponent to discard when this enters, it feels great. If you can't, it's kind of a liability. The good news is, it's easy enough to get the discard for this to be a very nice common.
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Temur Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Firehoof Cavalry
1 This is irrelevant on almost all board states. It's too small early and the ability is too expensive and risky late.
Bring Low
2 This is pretty rough when the creature doesn't have a counter. When it does it becomes premium removal, but you have to account for the times where it is a 4-mana deal 3, because those feel rough and that's what it does the most often.
Pack 3 Pick 6: Savage Punch
Bellowing Saddlebrute
2.5 This is an impressive stat-line in this set, and the warrior creature line carries some weight too. Triggering Raid is very doable.
Temur Charm
4 The first two modes carry most of the weight here, as it can be an efficient fight spell or a counterspell. The third mode comes up rarely, but when it's good, it tends to be really good.
Monastery Flock
2 This is incredibly cheap to Morph, so playing it face down as a 2/2 when that's more useful is nice upside to have on your mediocre Defender.
Savage Punch
4 When you have Ferocious online this feels truly absurd. It becomes a super efficient removal spell that also lets you crack in for extra damage. It lines up that way with regularity, too.
Sultai Scavenger
3 This ends up being an efficient flyer fairly often in your typical Black decks in the format.
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.
Sultai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Molting Snakeskin
1 This Aura doesn't offer enough of a boost to really be worth the risk of getting 2-for-1'd. Regenaration helps with that a little bit, but three mana is a ton to have to leave up.
Pack 3 Pick 7: Rush of Battle
Blinding Spray
1.5 This is better than it looks thanks to the fact that it replaces itself and this format prominently features Prowess, but it's still basically a glorified Fog effect.
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Cancel
1.5 As usual, this is a borderline playable.
Erase
0.5 This isn't an Enchantment-heavy set, so this is sideboard material. You won't bring it in very often either.
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Rush of Battle
1 There are definitely Warriors in this set, and giving them all a reasonable buff and lifelink can sometimes help you win a race, but this demands you be good at going wide and running enough Warriors to really be worthwhile, and those things are far from guaranteed.
Archers' Parapet
2.5 This is a good defensive creature that can even function as a win condition in slower decks.
Pack 3 Pick 8: Glacial Stalker
Taigam's Scheming
0 Loading the graveyard is important in Blue, but not so important that you want to play Taigam's Scheming. It makes you go down a card and you don't get anything back for it. There are better ways to load your graveyard.
Mardu Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Kheru Dreadmaw
1 This has bad stats, especially for a Defender, and the ability is underwhelming.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Glacial Stalker
2 This is better than it looks. Neither side is efficient, but once your Morph creatures get this beefy, there's a lot that can go wrong for your opponent in combat.
Act of Treason
1.0 // 2.5 As usual, not really worth it unless you've got some sacrifice outlets to get rid of the creature you steal.
Pack 3 Pick 9: Ainok Bond-Kin
Awaken the Bear
2 This is a little expensive for what it does, but it has enough upside that it's a trick that makes the cut reasonably often.
Wetland Sambar
1.5 These days this would be a 0.0, but back in 2014 passable vanillas are cards you begrudgingly played a lot more often since fewer cards were playable in general.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Ainok Bond-Kin
3 Like the other Outlast lords, this one gives you a decent baseline and is a great place to sink your mana.
Highland Game
1.5 This is a very mediocre stat-line, and it has mediocre upside stapled to it.
Valley Dasher
1.5 A two mana 2/2 with Haste is nice, but one that keeps returning to yoru hand? Not so much.
Pack 3 Pick 10: Crippling Chill
Mardu Warshrieker
3 This feels really nice when it lets you double spell, and pretty bad when you can't, since you just played a Hill Giant. Because of Morph, though, you're able to do something with the mana more often than in most formats.
Crippling Chill
2.5 This card gets a big bump because of Prowess. Tapping down your opponent's best blocker and buffing two or three creatures while also getting a card feels pretty insane.
Summit Prowler
2 This is surprisingly solid. This stat-line was better back in 2014 and it's a nice enabler for Ferocious.
Ainok Tracker
2 While this is certainly inefficient, it is also incredibly punishing if your opponent chooses to block it with a creature with three or less toughness.
Naturalize
0.5 Not enough targets for this. Bring it in out of the sideboard.
Pack 3 Pick 11: Smoke Teller
Jeskai Banner
1.5 These are really clunky, and even with the slower games this format has (compared to modern Limited), they aren't something you always run.
Bloodfire Expert
2.5 The base stats are rough, but it slots nicely into both Blue-Red and Red-Green. In the former because of Prowess, in the latter because it often has 4 power.
Siegecraft
0 This offers a mediocre stats boost and doesn't do enough to overcome the massive risk of getting 2-for-1'd.
Smoke Teller
2 This has passable stats and the ability isn't entirely useless either, although you should only start using it once you have nothing else to do with your mana.
Pack 3 Pick 12: Seek the Horizon
Seek the Horizon
1 It's far too difficult to consistently spend six on this and actually get something that is worth that much mana on to the battlefield. It's truly horrendous when you don't have Ferocious online.
Sidisi's Pet
2 This is a nice defensive creature thanks to the stat-line and lifelink, and morph can allow you to get some surprise life gain out of nowhere. It also happens to have 4 toughness, something several cards in the set key on.
Sagu Archer
2 This can block most of the Flyers in this format, and sometimes it can do it out of nowhere.
Pack 3 Pick 13: Tusked Colossodon
Feed the Clan
0.5 If you're in a Sultai deck that wants to make the game go long, Feed the Clan can definitely be a sideboard option against really aggressive decks.
Tusked Colossodon
1.5 If you need a big top-curve creature well…you're hoping it isn't this. But running it isn't a disaster.
Pack 3 Pick 14: Swift Kick
Swift Kick
2.5 Your creature already needs high enough toughness for this to work effectively, otherwise you can get 2-for-1'd. But the power boost does mean a wider swath of creatures can use this effectively. It isn't quite premium though, too situational.