Enduring Vitality
4 If you drop this on three, you've got a great chance of powering something out ahead of schedule on your next turn, and while this card's utility does go down the later the game goes, it's still a three mana 3/3 with Vigilance.
Dashing Bloodsucker
3 This will often be a 4/5 with lifelink on your turn and that's a very problematic body for your opponent -- and sometimes it'll be a 6/5 or bigger.
Infernal Phantom
3.5 This is a nightmare for your opponent to interact with since even without Eerie it's going to be able to frequently 2-for-1 your opponent, and with eerie, it gets even sillier.
Cursed Windbreaker
3.5 You get a ton for your investment here, between a 2/2 with upside and an Equipment that can offer flying to anything.
Fear of Abduction
4 Even with the alternate cost this is very much worth it since you get a huge flyer and get rid of their best creature, and reanimating it is particularly spicy.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Trapped in the Screen
3.5 This effect hasn't been as good lately, but in a format with Enchantmetn payoffs, I think this'll reclaim some of it's former glory.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Slavering Branchsnapper
2 This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
Pack 1 Pick 2: Seized from Slumber
Veteran Survivor
2 This'll feel pretty nice on 1, but it's awkward that it probably can't exile anything when it can actually attack -- and then in the late game when there is stuff to exile, you have to get pretty creative to trigger Survival, since it won't be attacking.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Intruding Soulrager
2.5 This is kind of awkward. There are lots of doors that won't be worth sacrificing, but when this does have one that is worth it, it'll feel pretty good.
Underwater Tunnel
2.5 I don't love that the cheaper side doesn't impact the board, but Slimy Aquarium does -- so it's sort of like you pay 5-mana for a 3/3 with Surveil 2, but you pay in installments. That's not too bad.
Grand Entryway
3 I think this is sneaky good. On rate alone it doesn't sound great, but it can trigger Eerie three times -- and on the cheap, and both sides of the room impact the board.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Surgical Suite
2.5 You'll often cast Hospital Room first since it doesn't need as much set up, but that makes this an Enchantment that gives a decent buff and then reanimates something small late.
Pack 1 Pick 3: Monstrous Emergence
Optimistic Scavenger
4 This gives you a stupid amount of value for only one mana, and it's a must-kill one-drop since it's ability to augment creatures is so easy to get going. It's very easy to run like 10+ Enchantments in this format and go whild.
Fear of Impostors
2 I don't love the idea of giving my opponent a Manifest when I counter their spell, but you do add this to the board in the process, so it's not a 2-for-1, at least. Although it can definitely backfire.
Nowhere to Run
4 Two mana for -3/-3 at instant speed is already great, but this also triggers Eerie and is good sacrifice fodder. Sometimes the ward/hexproof upside will matter too.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Monstrous Emergence
4 This is a super pushed Green removal spell, since it takes away all the downsides bite/fight cards usually have. For one thing, your opponent can't blow you out. For another, even if you dont' have a big enough creature in play, you probably have one in your hand that can do the job.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Splitskin Doll
3.5 On turn two this is likely to only loot, but that means it's loading your graveyard, and in the late game it's going to be a straight up 2-for-1.
Pack 1 Pick 4: Stay Hidden, Stay Silent
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
Norin, Swift Survivalist
1 Norin's trigger can let you retrigger ETBs, but having to recast the things that get blocked is a pretty big problem. It is a "may" trigger at least.
Stay Hidden, Stay Silent
3 This is pretty good removal even without the activated ability, but that ability is great because it gives you a mana sink late that lets you add to the board.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Pack 1 Pick 5: Growing Dread
Sawblade Skinripper
3.5 This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
Growing Dread
3.5 Two mana for a 2/2 with flash and additional upside is great, and when you choose to manifest creatures this gives you a big bonus.
Fear of Abduction
4 Even with the alternate cost this is very much worth it since you get a huge flyer and get rid of their best creature, and reanimating it is particularly spicy.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Give In to Violence
2 This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Bedhead Beastie
2 This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Attack-in-the-Box
2 This has passable base-stats, and a 6/4 can attack on just about any board -- and it can put itself into your graveyard for delirium too.
Pack 1 Pick 7: Stalked Researcher
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Slavering Branchsnapper
2 This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Glimmerburst
2.5 An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
Pack 1 Pick 8: Unable to Scream
Pyroclasm
0.5 This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness creatures.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
Boilerbilges Ripper
2 You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
Unable to Scream
1 This style of removal is always bad, no mattter how efficient it looks. This is because you don't actually trade 1-for-1, since they hold on to their creature and can still do stuff with it -- like block.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Glassworks
4 Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Intruding Soulrager
2.5 This is kind of awkward. There are lots of doors that won't be worth sacrificing, but when this does have one that is worth it, it'll feel pretty good.
Underwater Tunnel
2.5 I don't love that the cheaper side doesn't impact the board, but Slimy Aquarium does -- so it's sort of like you pay 5-mana for a 3/3 with Surveil 2, but you pay in installments. That's not too bad.
Grand Entryway
3 I think this is sneaky good. On rate alone it doesn't sound great, but it can trigger Eerie three times -- and on the cheap, and both sides of the room impact the board.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Pack 1 Pick 11: Twist Reality
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 12: Impossible Inferno
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Pack 1 Pick 13: Rampaging Soulrager
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Pack 2 Pick 1: Defiant Survivor
Restricted Office
0 The sweeper on Restricted Office is too narrow, and Lecture Hall is almost entirely meaningless in Limited.
Get Out
2.5 This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
Nowhere to Run
4 Two mana for -3/-3 at instant speed is already great, but this also triggers Eerie and is good sacrifice fodder. Sometimes the ward/hexproof upside will matter too.
Defiant Survivor
3.5 The stat-line here isn't great, but this is probably the strongest survival trigger on any Common or Uncommon in the set. Triggering it even once is incredible.
Splitskin Doll
3.5 On turn two this is likely to only loot, but that means it's loading your graveyard, and in the late game it's going to be a straight up 2-for-1.
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Meat Locker
3 Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
Spectral Snatcher
2.5 This is tough to kill without your opponent 2-for-1ing themselves, and the fact you can cycle it away early for a Swamp and reanimate it is pretty great for Black/white decks.
Norin, Swift Survivalist
1 Norin's trigger can let you retrigger ETBs, but having to recast the things that get blocked is a pretty big problem. It is a "may" trigger at least.
Pack 2 Pick 2: Manifest Dread
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Veteran Survivor
2 This'll feel pretty nice on 1, but it's awkward that it probably can't exile anything when it can actually attack -- and then in the late game when there is stuff to exile, you have to get pretty creative to trigger Survival, since it won't be attacking.
Wildfire Wickerfolk
3 A two mana 3/2 Haste puts your opponent under pressure early, and by the time that body's less relevant, it'll usually be a 4/3 trampler.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Unable to Scream
1 This style of removal is always bad, no mattter how efficient it looks. This is because you don't actually trade 1-for-1, since they hold on to their creature and can still do stuff with it -- like block.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Trapped in the Screen
3.5 This effect hasn't been as good lately, but in a format with Enchantmetn payoffs, I think this'll reclaim some of it's former glory.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Pack 2 Pick 3: Cryptid Inspector
House Cartographer
3 This Survival trigger is a great way to avoid missing a land drop, and it can fix your mana too.
Patched Plaything
3 A 2/1 with double strike for 3 is pretty solid, and it also has synergy with all the "2 power or less" cards in the set and the reanimation in the set, since you can get it back as a 4/3 double striker when you bring it back.
Disturbing Mirth
3 Red/Black has enough ways to sacrifice Enchantments that this is going to generate serious value. They're great in multiples, too.
Duskmourn's Domination
2 Mind Controls are usually pretty insane, but they really made sure this one wouldn't be. You can look at this as a 6-mana removal spell that gives you a barely relevant piece of material -- like a 1/4 with no abilities, or something like that.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Cryptid Inspector
3 This isn't very hard to grow, especially in Blue/Green, and having Vigilance makes it both a brick wall and a great attacker.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Living Phone
2 The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
Pack 2 Pick 4: Under the Skin
Under the Skin
3.5 This is a sweet 2-for-1, and you can even get back the card you put into your graveyard with the manifest trigger.
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Moldering Gym
2.5 Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Pack 2 Pick 5: Manifest Dread
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Scrabbling Skullcrab
1.5 I wouldn't count on milling your opponent out with this. You may get more value milling yourself in this format, but it's a super underwhelming body and the Eerie trigger isn't very good overall.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Shepherding Spirits
2 This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Scorching Dragonfire
3.5 This is premium removal, and exiling the creature is a big deal in a graveyard format -- and it even stops death triggers!
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Spineseeker Centipede
3.5 A three mana 2/1 without the delirium effect here would probably be a 3.0, since grabbing a land is such good value -- a 2-for-1 is pretty easy to produce! So, the fact that this gains a relevant body later in the game is pretty awesome.
Pack 2 Pick 6: Twist Reality
Disturbing Mirth
3 Red/Black has enough ways to sacrifice Enchantments that this is going to generate serious value. They're great in multiples, too.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Grasping Longneck
2.5 This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Most Valuable Slayer
2.5 This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Get Out
2.5 This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
Rite of the Moth
3 There are lots of good reanimation targets in this format, especially in Black-White, and loading your graveyard and discarding things isn't too challenging.
Manifest Dread
2.5 This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Vicious Clown
2 3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Meat Locker
3 Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 8: Wary Watchdog
Sporogenic Infection
3 This is a pretty weird take on an edict effect. You have some control over it, since the creature it gets put on can't be sacrificed -- and you can even put it on your own creature if your opponent only has one. But it definitely removes something and then gives you a ltitle upside beyond that.
Piranha Fly
1.5 This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
Wary Watchdog
2.5 This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Moldering Gym
2.5 Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Pack 2 Pick 9: Get Out
Get Out
2.5 This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
Grab the Prize
1.5 If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
Appendage Amalgam
2 This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
Spectral Snatcher
2.5 This is tough to kill without your opponent 2-for-1ing themselves, and the fact you can cycle it away early for a Swamp and reanimate it is pretty great for Black/white decks.
Let's Play a Game
1.5 Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Fear of Lost Teeth
3 This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Pack 2 Pick 11: Enter the Enigma
Disturbing Mirth
3 Red/Black has enough ways to sacrifice Enchantments that this is going to generate serious value. They're great in multiples, too.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Friendly Teddy
1.5 You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Pack 2 Pick 12: Don't Make a Sound
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Pack 2 Pick 13: Cackling Slasher
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Marina Vendrell
1 This is hard to cast and hard to abuse, so I don't think it even deserves a build around grade.
Commune with Evil
2.5 I'm interested in the first copy of this if I'm in a Delirium deck, as it can get Delirium singlehandedly. Not adding to the board is a bit of a problem, but the life gain helps.
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Fear of Being Hunted
2 This isn't super easy to cast on turn three, when it's probably at it's best. And it isn't like this stat-line is insane to begin with. The Enchantment type does help make this better.
Midnight Mayhem
3 This will really make your attack way better if you're ahead, and if you're behind getting those three tokens makes it pretty hard for you to lose before your next turn.
Trapped in the Screen
3.5 This effect hasn't been as good lately, but in a format with Enchantmetn payoffs, I think this'll reclaim some of it's former glory.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Glassworks
4 Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Flesh Burrower
2.5 This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
Vanish from Sight
2.5 This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
Pack 3 Pick 2: Overgrown Zealot
Saw
1.5 The buff is weak, and this is only worth using in the extreme late game in most cases.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Patched Plaything
3 A 2/1 with double strike for 3 is pretty solid, and it also has synergy with all the "2 power or less" cards in the set and the reanimation in the set, since you can get it back as a 4/3 double striker when you bring it back.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Impossible Inferno
3 5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Ragged Playmate
2 This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Overgrown Zealot
3 This offers good fixing and works well with manifest, but it's a pretty bad top-deck.
Pack 3 Pick 3: Conductive Machete
Orphans of the Wheat
2 I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
Conductive Machete
2.5 This is a 4-mana 4/3 with tons of upside. Hard to be upset with that.
Fear of Infinity
2 I think not being able to block hurts this in a big way. Lifelink makes up for it a little bit. If this format ends up being slower, this'll go up -- but right now I'm not super impressed.
Beastie Beatdown
3.5 Even without Delirium you'd play this, and when you do have it, this lets your creatures punch up in a big way, and they can usually attack too!
Vanish from Sight
2.5 This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
Fear of Surveillance
2.5 This is a solid two drop, and the Enchantment type gives it an extra bump.
Ragged Playmate
2 This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Pack 3 Pick 4: Horrid Vigor
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
Ethereal Armor
2 If you're in an Enchantment heavy deck this can perform fairly well, although it's still risky like all auras are.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Stalked Researcher
1.5 Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Horrid Vigor
2.5 This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
Seized from Slumber
2 This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
Boilerbilges Ripper
2 You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Midnight Mayhem
3 This will really make your attack way better if you're ahead, and if you're behind getting those three tokens makes it pretty hard for you to lose before your next turn.
Pack 3 Pick 5: Creeping Peeper
Killer's Mask
3.5 This is a three mana 2/2 Menace with massive upside because of Manifest Dread, and because a Menace equipment is a decent thing to have around.
Fear of Being Hunted
2 This isn't super easy to cast on turn three, when it's probably at it's best. And it isn't like this stat-line is insane to begin with. The Enchantment type does help make this better.
Jump Scare
2.5 This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Cracked Skull
1.5 Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Boilerbilges Ripper
2 You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Raucous Carnival
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Pack 3 Pick 6: Don't Make a Sound
Attack-in-the-Box
2 This has passable base-stats, and a 6/4 can attack on just about any board -- and it can put itself into your graveyard for delirium too.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Ticket Booth
3 I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
Acrobatic Cheerleader
2.5 If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Pack 3 Pick 7: Meat Locker
Fear of Infinity
2 I think not being able to block hurts this in a big way. Lifelink makes up for it a little bit. If this format ends up being slower, this'll go up -- but right now I'm not super impressed.
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
Cult Healer
3 This is going to have life link a lot, and that can really alter races.
Meat Locker
3 Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
Final Vengeance
1.5 // 3.5 If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 3 Pick 8: Anthropede
Fear of Failed Tests
1.5 This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
Haunted Screen
2 This is better than most three mana mana rocks because it actually turns into a threat late.
Dashing Bloodsucker
3 This will often be a 4/5 with lifelink on your turn and that's a very problematic body for your opponent -- and sometimes it'll be a 6/5 or bigger.
Anthropede
1.5 These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
Innocuous Rat
3.5 Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Pack 3 Pick 9: Winter's Intervention
Commune with Evil
2.5 I'm interested in the first copy of this if I'm in a Delirium deck, as it can get Delirium singlehandedly. Not adding to the board is a bit of a problem, but the life gain helps.
Fear of Being Hunted
2 This isn't super easy to cast on turn three, when it's probably at it's best. And it isn't like this stat-line is insane to begin with. The Enchantment type does help make this better.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Enter the Enigma
2 When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
Violent Urge
2 Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Fear of the Dark
3 This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
Emerge from the Cocoon
2 B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
Cackling Slasher
1.5 Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Pack 3 Pick 12: Untimely Malfunction
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
Friendly Ghost
2.5 This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
Pack 3 Pick 13: Boilerbilges Ripper
Boilerbilges Ripper
2 You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
Found Footage
1.5 This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.