Dazzling Theater
0 Neither of these effects is worth a card in Limited, even in a format with Survival.
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.
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.
Painter's Studio
2 Neither side really impact the board and that's a pretty big problem. Painter's Studio is basically a red Divination, and the Gallery can augment attacks -- but it's a bit of a win-more card.
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 1 Pick 2: Drag to the Roots
Drag to the Roots
3.5 The baseline is solid removal, and the upside is super efficient removal.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
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.
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.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
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.
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.
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.
Frantic Strength
1.5 This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
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.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Lionheart Glimmer
3 The stat-line underwhelms, but this attack trigger is a pretty big deal, since it triggers on any attack not just when the Glimmer rumbles.
Pack 1 Pick 3: Vile Mutilator
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
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.
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.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
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.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
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.
Vile Mutilator
3 This is great when you reanimate it, and definitely gives you 7 mana worth of value when you have to cast it.
Pack 1 Pick 4: Funeral Room
Bottomless Pool
3.5 A Sorcery-speed bounce for one mana is pretty decent -- and this comes with big Enchantment upside - and this turns into a card advantage engine in the late game.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
Cautious Survivor
2 A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
Funeral Room
3 The Funeral Room side is pretty medium on it's own, but it's stapled to a gamebreaking win condition. And sure, you're not always going to get to 8 mana -- but if you do, it's game over.
Pack 1 Pick 5: Spineseeker Centipede
Floodfarm Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
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.
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.
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.
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.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
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.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 1 Pick 6: Shroudstomper
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
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.
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.
Derelict Attic
2 Three mana to draw 2 and lose 2 life is decently playable, and this one triggers eerie. Widow's Walk isn't great, but it's upside on a decent card.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Hand That Feeds
2.5 This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Pack 1 Pick 7: Balemurk Leech
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.
Break Down the Door
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, especially because even when you don't have a target you can get a 2/2.
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.
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.
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.
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.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
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.
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.
Peculiar Lighthouse
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Grievous Wound
0 This costs 5 mana and basically does nothing unless you're already ahead and can attack your opponent effectively.
Pack 1 Pick 9: Sporogenic Infection
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.
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
Neglected Manor
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 1 Pick 10: Emerge from the Cocoon
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.
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.
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.
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.
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.
Pack 1 Pick 11: Shroudstomper
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
Pack 1 Pick 13: Fear of Immobility
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 Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
Pack 1 Pick 14: 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.
Pack 2 Pick 1: Live or Die
The Mindskinner
1.5 It's temping to look at this and think "I'm going to kill my opponent in three swings and they can't block it!" but there are some significant problems here. The first of these is the mana -- it's going to be very difficult to actually run this out on turn three, and turn four or five is even a challenge in Limited. Triple Blue is tough. It also only has 1 toughness so it dies to literally everything, and then even once you do get it in play it effectively doesn't impact the board for several turns -- and you may even give your opponent delirium or a reanimation target on accident. I think it will defniitely win some games, but it's going to lose you the game pretty often too.
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.
Break Down the Door
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, especially because even when you don't have a target you can get a 2/2.
Inquisitive Glimmer
3 This has nice stats and an ability that makes it easier to trigger eerie.
Live or Die
3 The modality here is important, because getting only one of these options wouldn't be great. Reanimating a creature at instant speed can generate blowouts when the situation is right, and you can just cast it as an inefficient removal spell when you have to.
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.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Pack 2 Pick 2: Shroudstomper
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.
Patchwork Beastie
3 This helps you det delirium and then takes advantage of that fact -- that's exactly what you want from a delirium card.
Fear of Burning Alive
2.5 // 4.0 If this always does 4 to your opponent and 4 to one of their creature's, it's a bomb. I think you'll get delirium often enough, especially in Red-Green, for it to perform really, really well.
Shroudstomper
3.5 This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
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.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
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.
Bashful Beastie
2.5 A 5-mana 5/4 that dies into a 2/2 token is solid, and this is significantly better than that.
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.
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.
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.
Pack 2 Pick 3: Rite of the Moth
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.
Diversion Specialist
3.5 A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
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.
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!
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.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Derelict Attic
2 Three mana to draw 2 and lose 2 life is decently playable, and this one triggers eerie. Widow's Walk isn't great, but it's upside on a decent card.
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.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
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.
Pack 2 Pick 4: Veteran Survivor
Popular Egotist
2.5 This sacrifice is a little more expensive than I would like it to be, but also coming with a general sacrifice payoff is pretty sweet.
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.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Balemurk Leech
2 This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
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.
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.
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 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.
Pack 2 Pick 5: Commune with Evil
Peer Past the Veil
2 This is good when you get it late, but pretty bad the rest of the game.
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.
Rootwise Survivor
2.5 Haste means finding a window where you can get this in and trigger survival is easier, but the below-rate stats are pretty concerning.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
Abandoned Campground
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Break Down the Door
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, especially because even when you don't have a target you can get a 2/2.
Pack 2 Pick 6: Spectral Snatcher
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.
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.
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.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
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.
Turn Inside Out
2.5 This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 7: Commune with Evil
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.
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.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
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.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
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.
Clammy Prowler
2 The stat-line's not great, but it triggers eerie and has some decent utility.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
Cynical Loner
2 A two-mana 3/1 is fine, and this can help you get delirium or drop a reanimation target in the graveyard.
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.
Untimely Malfunction
2 While all three modes on this are pretty situational, when they are useful, they have a big impact on the 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.
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.
Etched Cornfield
3 These offer great fixing, as they will usually be untapped by the mid to late game.
Pack 2 Pick 9: Fear of Lost Teeth
Break Down the Door
2.5 There are enough artifacts and enchantments in this set for this to be main deck material, especially because even when you don't have a target you can get a 2/2.
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.
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.
Erratic Apparition
2 The base stats here are pretty bad, but it'll often attack as a 2/4.
Pack 2 Pick 10: Innocuous Rat
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.
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.
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.
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.
Derelict Attic
2 Three mana to draw 2 and lose 2 life is decently playable, and this one triggers eerie. Widow's Walk isn't great, but it's upside on a decent card.
Fear of Immobility
2.5 You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
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.
Pack 2 Pick 13: Cackling Slasher
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.
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 14: Final Vengeance
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.
Pack 3 Pick 1: Ghostly Dancers
Ghostly Dancers
5 This virtually always generates at least a 2-for-1, and getting 3/1 flying tokens out of it isn't going to be very difficult.
Miasma Demon
3 This is a big flyer that can turn every card in your hand into a free -2/-2 removal spell. That can help you set up delirium or reanimate something, while also killing stuff.
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.
Smoky Lounge
1.0 // 3.5 I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Terramorphic Expanse
3 This is good fixing, and is also good for delirium and sacrifice decks.
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.
Glimmerlight
2 This is a solid equipment that can even trigger eerie.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
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.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 2: Live or Die
The Jolly Balloon Man
4 These tokens mean business, and with all of the ETB and death triggers these days, rebuying those won't be hard.
Exorcise
3.5 This'll virtually always have a target, and it will frequently trade up.
Paranormal Analyst
1.5 // 4.0 This is an insane Manifest Dread build around, as it turns every manifest into a 2/2 that draws you a card - - and there's plenty of manifest.
Live or Die
3 The modality here is important, because getting only one of these options wouldn't be great. Reanimating a creature at instant speed can generate blowouts when the situation is right, and you can just cast it as an inefficient removal spell when you have to.
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.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
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.
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.
Creeping Peeper
2.5 This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
Murky Sewer
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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 3 Pick 3: Unidentified Hovership
Winter, Misanthropic Guide
2 Letting your opponent draw isn't great, but you get the first crack at the extra cards, and you might punish your opponent a little with delirium.
Unidentified Hovership
4.5 This is a good removal spell with absolutely massive upside, since it is an easily crewable evasive vehicle. And crewing this can give you big upside thanks to Survival.
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.
Rootwise Survivor
2.5 Haste means finding a window where you can get this in and trigger survival is easier, but the below-rate stats are pretty concerning.
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.
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
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.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
Clockwork Percussionist
2 This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
Lionheart Glimmer
3 The stat-line underwhelms, but this attack trigger is a pretty big deal, since it triggers on any attack not just when the Glimmer rumbles.
Greenhouse
1 Neither side affects the board, and Greenhouse is almost entirely irrelevant. The Gazebo is an overcosted draw spell.
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.
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.
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.
Hardened Escort
2.5 This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Pack 3 Pick 5: Unwanted Remake
Undead Sprinter
3.5 This is pretty easy to get back, and that makes it good sacrifice fodder and a relentless attacker.
Unwanted Remake
0 Yeah...you don't want this. 2-for-1ing yourself is a bad call.
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.
Ripchain Razorkin
2 The stat-line's not great here, and the activated ability is really only good in the late game.
Unsettling Twins
4 This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Murder
2.5 The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
Don't Make a Sound
2 Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Say Its Name
3 This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
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.
Pack 3 Pick 6: Fanatic of the Harrowing
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
Tunnel Surveyor
3.5 Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
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.
Fanatic of the Harrowing
2.5 Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
Rampaging Soulrager
1.5 A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
Daggermaw Megalodon
2 This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
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.
Razortrap Gorge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 7: Innocuous Rat
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.
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.
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.
Bear Trap
1.5 This is inefficient removal that you'll only use if you're desperate.
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.
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.
Marina Vendrell
1 This is hard to cast and hard to abuse, so I don't think it even deserves a build around grade.
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.
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.
Possessed Goat
2 This ability can make the Goat relevant on any board, and help you load the graveyard.
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.
Winter's Intervention
3 Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
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.
Pack 3 Pick 9: Miasma Demon
Miasma Demon
3 This is a big flyer that can turn every card in your hand into a free -2/-2 removal spell. That can help you set up delirium or reanimate something, while also killing stuff.
Keys to the House
1.5 This is a slow way to fix your mana and can occasionally get you some extra door value.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Strangled Cemetery
3 These offer great fixing, as they will usually be untapped by the mid to late game.
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.
Pack 3 Pick 10: Living Phone
Paranormal Analyst
1.5 // 4.0 This is an insane Manifest Dread build around, as it turns every manifest into a 2/2 that draws you a card - - and there's plenty of manifest.
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.
Twist Reality
2 You're overpaying for either of these, but getting the option between them makes this playable.
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.
Pack 3 Pick 11: Spectral Snatcher
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.
Malevolent Chandelier
0 The stat-line is bad, and the activated ability is clunky. You shouldn't play 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.