Scavenging Ooze
4.5 This little two drop can wreak havoc on graveyards while growing to a massive size and gaining you life -- it's relevant all game long.
Kaito, Cunning Infiltrator
5 This is impossible to beat on turn 3, as he quickly raises his loyalty, does damage, and digs through your deck. Even later in the game he can make a token to protect himself, and his +1 is almost always going to be impactful.
Perforating Artist
2.5 This has mediocre stats and while the Raid trigger can be pretty good if you can get it going multiple times, I'm skeptical you'll be able to.
Snakeskin Veil
3 Always a great trick, it's solid in combat and great against removal. Spending one mana to win combat or blank a removal spell is a great feeling.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Eaten Alive
3 Not going to be as good here as it was in Crimson Vow, as decayed zombie tokens aren't everywhere, but it's still petty awesome when you do have something expendable to give up.
Tolarian Terror
1.5 // 4 If you're in a spell heavy deck like UR, or a UB deck that's good at milling itself, the Terror is going to be a super powerful card that can often end games.
Stab
4 This is super efficient removal that can often trade up.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Pack 1 Pick 2: Faebloom Trick
Painful Quandary
0 This was awful last time and it will be here too. It doesn't impact the board and there's not even a guarantee that the effect will do anything meaningful.
Faebloom Trick
3 Even if this didn't tap something, it'd be a pretty nice rate -- adding the tap to the mix makes it a lot more likely your new flyers can get in for a hit, too.
Blanchwood Armor
0 You would need a mono-green deck with lots of hexproof for this to be a thing, and you can't pull that off in this format.
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Pack 1 Pick 3: Banishing Light
Arcane Epiphany
2.5 5 mana to draw 3 is powerful but a little bit expensive. However, most Blue decks will be able to make this cost 4 often enough for me to get behind playing it a good chunk of the time.
Savannah Lions
1.5 Feels pretty good on turn one, but quickly becomes irrelevant.
Stromkirk Bloodthief
1.5 Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
Beast-Kin Ranger
2.5 Making tokens can make this hit really hard, but a 3-mana 3/3 trampler isn't anythign special.
Dazzling Angel
3 This is a solid stat-line and the incidental life gain is going to feel good in go-wide and lifegain decks in the format.
Treetop Snarespinner
2 This is a decent defensive creature, and it's activated ability is pretty nice in the late game.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Perforating Artist
2.5 This has mediocre stats and while the Raid trigger can be pretty good if you can get it going multiple times, I'm skeptical you'll be able to.
Pack 1 Pick 4: Abrade
Twinblade Blessing
2 It's a little bit clunky, but it can usually help your creature win combat or do lethal out of nowhere, and it offers a buff that makes most creatures problematic.
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Abrade
3.5 Two mana deal 3s are always great, and this one can take out an artifact on occasion.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Dismal Backwater
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Vampire Soulcaller
2 Not being able to block is a big downside, as it makes it way harder to generate a 2-for-1 with this than with something like Gravedigger.
Pack 1 Pick 5: Burst Lightning
Stroke of Midnight
0 This is never good. It's tempting to see it as efficient and flexible, but giving your opponent a 1/1 means you always end up behind. You really have to always be killing a huge bomb for that cost to be worth it, and that's not how it pans out.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Strix Lookout
2 The stats aren't amazing, but it can attack for much of the game, and once it can't looting isn't too shabby.
Cathar Commando
2.5 This has a passable stat-line and Flash can allow it to trade up sometimes, and having disenchant in your main deck is nice.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Burst Lightning
4 This is Shock with upside, and the upside is real -- since in the late game it can deal with much larger creatures or finish the opponent off.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Pack 1 Pick 6: Joust Through
Tragic Banshee
3 Morbid triggers that only do something once can be rough, as you just can't always find a way to make something day and then spend 5 mana on this. If you can it'll feel great, and it's nice that it can still kill an X/1 in a pinch.
Joust Through
3 It's narrow, but it's so efficient that I think that's acceptable.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
Bigfin Bouncer
3 Adding a 3/2 to the board and bouncing your opponent's best creature feels pretty nice -- although it can be a little rough against "enters" triggers.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Boltwave
1 This might just be a 0, but there are enough spell payoffs in the format that I'm cutting it a little bit of slack. The main problem is that a spell that only does direct damage doesn't impact the board at all -- sometimes casting it feels like mulliganing.
Arbiter of Woe
2.5 You're going to need some fodder to make this really work out, but there's plenty of that in the format, and the enters trigger is pretty legit.
Broken Wings
0.5 This is a sideboard card. There aren't enough targets in most decks for it to be wortwhile in the main deck.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Pack 1 Pick 8: Imprisoned in the Moon
Imprisoned in the Moon
1.5 This is flexible, but giving your opponent mana means that you can't really cast it early -- otherwise the downside can be monumental -- so it's really not that flexible.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Dauntless Veteran
2.5 This attack trigger is legit, but the bad stat-line and the double-white requirement hold it back.
Goblin Surprise
2.5 Neither mode is great. The tokens are a bit below rate and the buff is situational, but having a choice between them is a big upgrade.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Rugged Highlands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Banishing Light
3.5 As usual, this is pretty efficient and flexible, so it's good removal.
Pack 1 Pick 10: Run Away Together
Frenzied Goblin
2.5 This can definitely let an aggro deck get through for a big attack, even in the late game.
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Run Away Together
1.5 It's temping to imagine scenarios where you bounce a creature with an "enters" trigger or help a creature dodge removal, but this is mostly just an awkward bounce spell.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Pack 1 Pick 11: Aegis Turtle
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Thrill of Possibility
2 This is always a decent card, especially in spell decks that can use it to chain multiple spell triggers together.
Gleaming Barrier
1 If this format had an artifact theme this might be more useful, as is it's just a bad defensive creature that gives you a little mana back.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Pack 1 Pick 13: Fake Your Own Death
Fake Your Own Death
2.5 This is a quality trick that almost always wins combat and/or blanks removal, while generating extra value with a treasure.
Abyssal Harvester
4 It's harder than you might think to have something die consistently for this to make tokens of, but the good news is you only have to do it once to feel pretty good about things.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Clinquant Skymage
2 This starting stat-line is absolutely abyssmal, but the text box does mean it can grow in a hurry.
Fiery Annihilation
4 This kills most stuff and turns off death triggers and any threat of recursion. Format has a decent number of equipment, too.
Dwynen, Gilt-Leaf Daen
3 The baseline here is solid and there are enough Elves in the format for this to buff a few of the creatures in your deck.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Helpful Hunter
3.5 Two mana 1/1s that draw a card are also quality Limited cards, and there's no reason that won't be true here.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Tolarian Terror
1.5 // 4 If you're in a spell heavy deck like UR, or a UB deck that's good at milling itself, the Terror is going to be a super powerful card that can often end games.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Bushwhack
2.5 Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
An Offer You Can't Refuse
0 One mana to counter a noncreature spell is great! Giving your opponent a huge mana boost, though? Not so much. You basically 2-for-1 yourself when you cast this.
Pack 2 Pick 2: Think Twice
Thousand-Year Storm
0 It's very difficult to make this do anything in Limited. You just don't cast enough instants and sorceries in a single turn for it to go off.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Diregraf Ghoul
2 Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Cathar Commando
2.5 This has a passable stat-line and Flash can allow it to trade up sometimes, and having disenchant in your main deck is nice.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Pack 2 Pick 3: Healer's Hawk
Blasphemous Edict
3.5 This is basically a 5-mana wrath, but it can be pretty awkward at times. Paying one Black will feel good on the rare occasions it happens, since you're more likely to have mana left to rebuild your board.
Seismic Rupture
0.5 This is mostly sideboard material. Most decks won't be equipped to abuse it, and most opponents won't have the right deck for it to be useful.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Infestation Sage
3 Getting two 1/1 bodies -- including one that can fly -- for only one mana is nice. Makes it good sacrifice fodder and a good Raid enabler.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
Healer's Hawk
3 This is a great one drop, especially in a format with lots of ways to buff the Hawk.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Omniscience
0 This is too expensive to be relevant, and even when you do get it in play in Limited, you probably don't have any cards you need to cast for free anyway -- since you have 10 mana.
Pack 2 Pick 4: Micromancer
Swiftblade Vindicator
3 You need to do a little bit of extra work with counters, auras, and the like for this to really go off -- but the baseline is fine too.
Micromancer
1 // 3.5 You need to have two spells this can tutor up for it to be worth it, and if you get there -- you're going to be really happy with this card.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
Mocking Sprite
2 Last time we saw this, the stat-line really held it back. This format has fewer incidental ways to kill it, but I'm still skeptical of it being able to stick around.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Pack 2 Pick 5: Cat Collector
Ruby, Daring Tracker
3.5 She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
Cat Collector
4 If this was 5-mana for a 3/2 that makes a 1/1 and gains you 3 life, you'd play that card happily -- and this has lots of upside beyond that.
Exsanguinate
1 You need a ton of mana before this is worth casting, and even then it doesn't impact the board.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Armasaur Guide
2.5 You can get a counter from this even when it doesn't attack, and it's nice it can put the counter on itself too, as a 5/5 vigilance is pretty formidable.
Sanguine Syphoner
2.5 This attack trigger plays pretty well, especially in a format with a life gain deck.
Gnarlid Colony
2 This was super underwhelming when we saw it last, and while this format has a +1/+1 counter theme, the creature is inefficient and trample only matters on the largest creatures.
Pack 2 Pick 6: Erudite Wizard
Fiendish Panda
4 This is usually going to be a 2-for-1, and if you're good at gaining life it can become a threat in its own right.
Heraldic Banner
1.5 This is an awkward card, because you usually don't want to name the same color for both effects -- but you have no choice here.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Tranquil Cove
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Giant Growth
2 This is always a nice trick. It wins most combats very efficiently and can even blank some removal.
Pack 2 Pick 7: Elementalist Adept
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Courageous Goblin
2.5 This'll be able to rumble on turn 3 as a 3/2 Menace reasonably often in this format.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Jungle Hollow
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Pack 2 Pick 8: Helpful Hunter
Revenge of the Rats
1 / 3.5 This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
Sower of Chaos
1.5 The stat-line's mediocre and the ability is too expensive.
Helpful Hunter
3.5 Two mana 1/1s that draw a card are also quality Limited cards, and there's no reason that won't be true here.
Elementalist Adept
2 1 toughness prowess creatures can underperform, since they often need two triggers to survive being block by a 2/2, but Flash being in the mix helps make it more likely you can find a window to get in with it.
Campus Guide
1.5 This is the fixing you play when you're desperate. Or the two drop you play when you're desperate. Mostly, it's bad at being either of those things, so you hope you don't play it.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Sure Strike
1.5 This is a good trick in combat, but it's a little bit expensive and not useful against most removal.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Scoured Barrens
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
An Offer You Can't Refuse
0 One mana to counter a noncreature spell is great! Giving your opponent a huge mana boost, though? Not so much. You basically 2-for-1 yourself when you cast this.
Pack 2 Pick 10: Thousand-Year Storm
Thousand-Year Storm
0 It's very difficult to make this do anything in Limited. You just don't cast enough instants and sorceries in a single turn for it to go off.
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Wary Thespian
2.5 Green isn't super graveyard-oriented in the format, but the solid stat-line and card selection this offers will be welcome in pretty much any Green deck.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Pack 2 Pick 11: Rogue's Passage
Seismic Rupture
0.5 This is mostly sideboard material. Most decks won't be equipped to abuse it, and most opponents won't have the right deck for it to be useful.
Rogue's Passage
1.5 This effect generally isn't worth making your mana worse for. Sure, it can be nice late -- but that's not even a guarantee.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Macabre Waltz
2.5 Giving up a land late to get two good creatures back from the yard is a good way to win those games, although this is pretty bad when you get it early.
Pack 2 Pick 12: Swiftwater Cliffs
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
Swiftwater Cliffs
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Cackling Prowler
2.5 A 4-mana 4/3 with Ward 2 is pretty decent, as the Ward heps offset some of the problems of that stat-line, and it gives it more time to grow.
Pack 2 Pick 13: Ruby, Daring Tracker
Ruby, Daring Tracker
3.5 She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Pack 3 Pick 1: High Fae Trickster
High Fae Trickster
4 A 4-mana 4/2 Flyer with Flash is a nice card, and while giving Flash to your other stuff doesn't always come up -- it can be powerful when it does, especially with your creatures.
Stromkirk Bloodthief
1.5 Last time we saw this was in a way more vampire-heavy set and it was not very good. It's probably going to be worse here. The stat-line is bad and the trigger is surprisingly hard to get.
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Juggernaut
1.5 If you need a 4-drop you can probably do worse, but how often are you desperate for a 4 drop in Limited?
Angel of Finality
2.5 This is a nice stat-line, and sometimes you'll take threshold away from your opponent.
Quick-Draw Katana
2 This only offers a buff during your turn, and if you're an aggro deck you're probably more interested in playing more creatures than playing this thing.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Dwynen's Elite
2.5 This'll just be a two mana 2/2 reasonably often, but it'll also make a 1/1 token a decent chunk of the time, and if it always did that it would be a 4.0.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Llanowar Elves
3 Playing this on turn one will win you a lot of games, but it is a pretty bad top deck late.
Pack 3 Pick 2: Goldvein Pick
Banner of Kinship
1.5 The set really doesn't have enough of a typal theme for this to be a factor in 99% of decks.
Brazen Scourge
2.5 This is a good stat-line, but the double red makes it less likely you actually run it out on 3.
Youthful Valkyrie
2.5 This is an okayish stat-line, and most White decks will have like 3 angels, so the upside is accessible.
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Prideful Parent
3.5 Three mana 2/2s that make 1/1s are always quality cards in Limited, and the 2/2 in this case even comes with Vigilance.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Blossoming Sands
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Ruby, Daring Tracker
3.5 She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
Pack 3 Pick 3: Balmor, Battlemage Captain
Authority of the Consuls
0 This is pretty much only good on turn one, and even then there's no guarantee that it does anything to help you win a game. The effects it gives you are too small and not always relevant.
Needletooth Pack
3.5 This is a great Morbid trigger. Getting it once is plenty strong, and if you can set it up on other turns too, you're going to win.
Fishing Pole
1.5 Turning one of your creatures into a 1/1 Fish factory can be good, but it's frequently better to attack with a creature than it is to mess with this.
Elfsworn Giant
3.5 This is a very strong landfall trigger, and while the stat-line isn't incredible, it's not thard to make sure you get at least one 1/1 out of this, and if it's left alone, it becomes a value engine.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Involuntary Employment
1.0 // 2.5 You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Inspiring Paladin
3 Even without the +1/+1 counter upside this would be a solid card, and with it becomes a very good Common.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Apothecary Stomper
2.5 This is pretty solid for the cost. The counters will augment your board in a pretty big way, and even as a 4/4 the stomper isn't really a creature that can be ignored.
Pack 3 Pick 4: Icewind Elemental
Dragon Trainer
4 The rate here is great, and if you can recur the Trainer, things get out of hand in a hurry.
Burnished Hart
2 This ramps and fixes your mana pretty well, while also providing a body that can chump block. Not all decks want that, but I think enough of them will.
Dwynen, Gilt-Leaf Daen
3 The baseline here is solid and there are enough Elves in the format for this to buff a few of the creatures in your deck.
Vanguard Seraph
2 It's been awhile since a 4-mana 3/3 Flyer was exciting, and this life gain payoff is underwhelming.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Icewind Elemental
2.5 5-mana 3/4 Flyers have held up pretty well in Limited, and a loot trigger is pretty powerful.
Goldvein Pick
3 This is great Equipment. It offers a good buff for the cost, and the treasure makes it very easy to move around -- while also giving you a mana boost that you might have access to every turn.
Battlesong Berserker
3 This adds +1/+0 and menace to the board when it comes down, and can attack as a 4/4 menace even when it's on it's own.
Pack 3 Pick 5: Lightshell Duo
Goblin Negotiation
3 This is never going to feel like efficient removal, but being able to use this to add to the board in a big way too makes up for that a little bit.
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Lightshell Duo
2.5 This'll never be great, but it slots in nicely to your spell and graveyard decks.
Pilfer
2 This is a nice way to disrupt your opponent, although not adding to the board is always a problem.
Ambush Wolf
2.5 This can trade up when it ambush blocks, and when it doesn't it can add significantly to the board during your opponent's end step, and maybe even hate on the graveyard.
Evolving Wilds
2.5 This plus a basic land is always a nice way to fix for a bomb, and it can even help you get threshold.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Make Your Move
0.5 There aren't enough artifacts or enchantments in this format for this to be main deck material.
Bloodfell Caves
2.5 These all offer nice fixing, and the lifegain on the BW can be extra nice.
Diregraf Ghoul
2 Entering tapped is a big downside unless you drop this on turn one, but at least a 2/2 body is sort of relevant on most boards.
Pack 3 Pick 6: Think Twice
Arbiter of Woe
2.5 You're going to need some fodder to make this really work out, but there's plenty of that in the format, and the enters trigger is pretty legit.
Heartfire Immolator
3.5 A two mana 2/2 with Prowess is a nice two-drop, and this can turn into removal when you need it to.
Brineborn Cutthroat
2 This has bad starting stats but there are enough cards with flash and instants in the set for it to grow.
Grow from the Ashes
2 It can be tough to play a card that doesn't add to the board, but this can fix and ramp really effecitvely, and can be particularly good with landfall.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Gorehorn Raider
2.5 This is strong when you can Raid, and pretty mediocre when you can't.
Pack 3 Pick 7: Witness Protection
Inspiration from Beyond
0 // 3 This has a nice ceiling, but a miserable floor. You need lots of spells and lots of graveyard stuff going on, and neither of those are guaranteed.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Grow from the Ashes
2 It can be tough to play a card that doesn't add to the board, but this can fix and ramp really effecitvely, and can be particularly good with landfall.
Squad Rallier
2.5 The stat-line is a bit underwhelming, but that activated ability is exactly what you want in the mid-to-late game. It's some serious flood insurance.
Think Twice
2.5 This is never super efficient, but it does draw you 2 cards, and if you mill it, it's like adding the card to your hand which is pretty sweet.
Spitfire Lagac
2 This has mediocre stats and an underwhelming landfall trigger.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Pack 3 Pick 8: Fleeting Flight
Crystal Barricade
1 Hexproof and preventing noncombat damage is almost irrelevant in Limited, so you're left with a purely defensive creature which is rarely good in Limited.
Strongbox Raider
2.5 Triggering Raid on this makes it a very nice 2-for-1, but a 4-mana 5/2 is otherwise abyssmal.
Mild-Mannered Librarian
2.5 This becomes a 2-for-1 in the late game, though it'll never be that great as a creature.
Revenge of the Rats
1 / 3.5 This is definitely a buildaround, but a legit one for graveyard decks. Making a bunch of tokens is a good way to win the game once you've dumped your library in the graveyard.
Bushwhack
2.5 Each of these modes is kind of medium, but having a card that can fix your mana when you need it or be a mediocre removal spell is fine.
Fleeting Flight
2 This is a solid trick, it'll win combat most of the time and has the "oops I win" upside of sending your big creature into the air.
Witness Protection
1 This is a removal spell that gives you less than a 1-for-1. Leaving a 1/1 creature around is brutal since it can still attack and block, and if you have any X/1s it can be super miserable.
Pack 3 Pick 9: Erudite Wizard
Cephalid Inkmage
2.5 This is pretty good at enabling threshold, making it more likely it will be unblockable.
Erudite Wizard
1.5 This has a weak starting stat-line and isn't that easy to grow.
Marauding Blight-Priest
2 This isn't the most exciting payoff, but it's fine -- and it's a two-card combo with Bloodthirsty Conqueror.
Crackling Cyclops
1.5 This probably asks too much to be worth it. It'll be a 0/4 way too often, and it isn't like a 3/4 is that exciting.
Aegis Turtle
1 This isn't worth a card. All it does is block, and it doesn't do it all that well, since it just absorbs damage and can't trade for anything.
Soul-Shackled Zombie
2.5 Draining 2 with this is going to be pretty close to automatic, and the body does a decent job of trading.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Firebrand Archer
1.5 // 2.5 You can only play this if you lots and lots of noncreature spells, since the stat-line is so bad. You need a few triggers to make up for that.
Crypt Feaster
2 The floor is mediocre and so is the ceiling. This isn't really the graveyard payoff you're looking for, but you'll play it.
Ruby, Daring Tracker
3.5 She accelerates your mana to get you to bigger creatures, and then becomes a big creature herself at that point. Pretty good top-deck, too.
Involuntary Employment
1.0 // 2.5 You can't really play this unless you're crazy aggressive or you have good sacrifice outlets. If you do have those things, it can be solid.
Uncharted Voyage
3 These 4-mana "Time Ebb" effects always tend to perform well. They give you good 1-for-1 removal that can even be disruptive, and adding Surveil to the mix is nice.
Goblin Negotiation
3 This is never going to feel like efficient removal, but being able to use this to add to the board in a big way too makes up for that a little bit.
Axgard Cavalry
1.5 This stat-line is pretty bad these days, and Haste is too narrow of a keyword ability for this to be very useful.
Pack 3 Pick 14: Refute
Refute
2 Cancel is usually not a card that always makes the cut, and this probably doesn't quite get there either -- although adding Loot to the mix is definitely better.