Scourge of Valkas
3 Dragons aren't a huge theme in this format, so this will usually just be pinging things. It's certainly imposing and the free pings are nice, but it's also very difficult to cast.
Celestial Archon
3 This is a fairly formidable threat on it's own, and if you get it late you can buff a creature you already have in a big way, while also making sure you have some value left over.
Conclave Naturalists
0.5 This is a great sideboard card, but there aren't enough enchantments or artifacts in this set for it to be good in the main deck.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Consider
2.5 This is always a nice card selection spell, and in a format with plenty of Prowess and similar effects, it'll be solid.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Hero of Iroas
3.5 The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
Dreadbore
4 Two mana to kill any creature or planeswalker is an incredible deal. This will be extra good when the Planeswalker bonus sheet is around.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 1 Pick 2: Blood Scrivener
Jwari Disruption
3.5 A land that can also counter spells is amazing. Basically, if you have this early you can hold on to it and hope to snipe a spell in the first few turns -- and once you need a land, it can do that too.
Cruel Revival
3 There are enough Zombies in this set for this to generate a 2-for-1 pretty often.
Kabira Takedown
3.5 This is a land that can also be a removal spell. Sure, the removal is conditional -- but if you draw this in the late game you're going to be very happy you didn't draw a regular land, as this is likely to kill something for two mana. The modality here is great.
Blood Scrivener
2.5 This is pretty bad until you reach the point where it draws you cards -- at which point it's pretty amazing. But it's pretty bad an early game play.
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Fallaji Archaeologist
3 This was a SUPER good common last time we saw it. If you're in Blue with lots of spells, you're going to frequently make this a two mana 0/3 that draws a card on ETB, and the fail case is a two mana 1/4 that helps you load the graveyard.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
Sejiri Shelter
2.5 This is a more situational modal double-faced land, but it's always nice when a land has the potential to be a real card.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 1 Pick 3: Cartel Aristocrat
Cartel Aristocrat
3.5 This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
Ultimate Price
4 This can't hit artifact creature or multicolored creatures, but that still means it can kill almost everything in the format at instant speed for only 2 mana.
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
Gnarlback Rhino
3.5 This has a nice baseline, and while it doesn't technically have "Heroic" it works the same way. Combat tricks and fight spells are the Rhino's best friend, and there's enough of that in the format for this to be pretty amazing.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Oath of Jace
1.5 This is a mediocre draw spell as a baseline, so you probably need some Planeswalkers to get it going. Even with the "Planeswalker" bonus sheet, though, it's unlikely you have more than 2.
Pack 1 Pick 4: Goreclaw, Terror of Qal Sisma
Conclave Naturalists
0.5 This is a great sideboard card, but there aren't enough enchantments or artifacts in this set for it to be good in the main deck.
Goreclaw, Terror of Qal Sisma
4 The attack trigger counts itself, so even if it's all alone it attacks as a 5/4 trampler, and there's a good chance that you have plenty of other cards that this makes much better.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Courier's Briefcase
2 This fixes your mana pretty effectively while also adding a body to the board. I wouldn't count on cashing it in for 3 cards, though.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 1 Pick 5: Silumgar Butcher
Extricator of Sin
3 Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
Ubul Sar Gatekeepers
0 // 3 This is unplayable if you don't have like 6+ gates, but if you do it's a pretty nice payoff.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Witch's Mark
2.5 You get a pretty good return on your two mana investment + a card, since you add something to the board while digging deeper into your deck.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Sejiri Shelter
2.5 This is a more situational modal double-faced land, but it's always nice when a land has the potential to be a real card.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Sungrace Pegasus
2 This is a nice place to put counters or Auras, but is fairly underwhelming otherwise.
Pack 1 Pick 6: Gate Colossus
Gate Colossus
0 // 4.0 This is a very powerful gate payoff, since you can get it down ahead of schedule and bring it back pretty easily. It's unplayable outside of the gate deck, though.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 7: Selesnya Guildgate
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Nimbus Naiad
2 Wind Drake isn't that exciting, but it's sort of passable, and in the late game putting this on just about any creature makes it a major threat.
Martial Glory
2 This is here to enable Heroic stuff in the Red-White deck, and it's a passable combat trick even when you're not pulling that off.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Lotus-Eye Mystics
2 The stat-line is bad, and even in a format with a decent number of Enchantments, you frequently don't have one to get back.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Flitterstep Eidolon
2 A two mana 1/1 that can't block isn't very good -- and while casting this as an Aura late can definitely be nice, it's pretty expensive.
Pack 1 Pick 8: Compulsory Rest
Humble Defector
2.5 This is better than it looks! Sure, symmetrical draw isn't awesome -- nor is giving your opponent a card, but you always get to draw cards with it first, and that makes a huge difference. It can get especially nice if you sacrifice it in response to the ability.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Read the Bones
2.5 This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Lotus-Eye Mystics
2 The stat-line is bad, and even in a format with a decent number of Enchantments, you frequently don't have one to get back.
Smash to Smithereens
0.5 This is a sideboard card. There aren't enough artifacts in this format for it to be main deck material -- but when your opponent has a few targets for it, it's pretty good.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 1 Pick 10: Rakdos Guildgate
Jwari Disruption
3.5 A land that can also counter spells is amazing. Basically, if you have this early you can hold on to it and hope to snipe a spell in the first few turns -- and once you need a land, it can do that too.
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 1 Pick 11: Bane of Bala Ged
Bane of Bala Ged
2 Pseudo-annihilator is kind of cool, but it's understatted and expensive.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Oath of Jace
1.5 This is a mediocre draw spell as a baseline, so you probably need some Planeswalkers to get it going. Even with the "Planeswalker" bonus sheet, though, it's unlikely you have more than 2.
Pack 1 Pick 12: Courier's Briefcase
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Courier's Briefcase
2 This fixes your mana pretty effectively while also adding a body to the board. I wouldn't count on cashing it in for 3 cards, though.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 13: Ubul Sar Gatekeepers
Ubul Sar Gatekeepers
0 // 3 This is unplayable if you don't have like 6+ gates, but if you do it's a pretty nice payoff.
Nivix Cyclops
2 This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Pack 1 Pick 14: Gruul Guildgate
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 1 Pick 15: Unravel the Aether
Unravel the Aether
0.5 This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
Pack 2 Pick 1: Ruric Thar, the Unbowed
Ruric Thar, the Unbowed
3.5 This has an imposing stat-line, although the fact it has to attack will sometimes backfire -- like if your opponent has a death toucher. But most of the time, they won't have one creature that can take it down anyway, and the 6 damage trigger comes up a decent chunk of the time, too.
Valakut Awakening
3 This is a great design for a MDFC, since early you'll just play it as a land -- and late, it can become a pretty nice draw spell.
Crypt Incursion
0 This can gain you a bunch of life, but a graveyard has to be well-stocked, and just gaining life is rarely worth a card anyway.
Scytheclaw Raptor
2.5 This has a nice aggressive stat-line and it does punish your opponent in a pretty big way for casting stuff on your turn.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Silumgar Butcher
2.5 The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 2 Pick 2: Voyaging Satyr
Pia and Kiran Nalaar
5 Even without the activated ability this card is incredible. With it? It can function as removal, too.
Mistcutter Hydra
3 This will always feel a tiny bit expensive, and it's terrible in the early game -- but from the mid-game on, it just gets better and better.
Pulse of Murasa
3 This is a great recursive spell because it's an instant, and it gains you a ton of life -- which gives you the time to use the card that you brought back.
Scatter to the Winds
2 Cancel isn't usually very good in Limited, but in the late game this turns into a 3/3 that counters a spell, and that's enough upside to make this Cancel variant worthwhile.
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Dreadbore
4 Two mana to kill any creature or planeswalker is an incredible deal. This will be extra good when the Planeswalker bonus sheet is around.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Keening Apparition
2 This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Brood Monitor
4.5 This gives you a ton of value for 6 mana. Even if those tokens couldn't be sacrificed for mana, this is a card that gives you four very real bodies. If you're behind, it brings you to parity. If you're at parity it pulls you ahead, and if you're ahead, the game's probably over.
Pack 2 Pick 3: Extricator of Sin
Extricator of Sin
3 Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Shipbreaker Kraken
2 A 6-mana 6/6 is a reasonable top-curve creature -- and if this ever goest Monstrous you probably win the game, as it's probably smashing in for 10 all on it's own. Problem is, getting to 8 mana doesn't happen that often in Limited.
Evolving Wilds
2.5 These give you good fixing, though there isn't much additional synergy in the format for it.
Consider
2.5 This is always a nice card selection spell, and in a format with plenty of Prowess and similar effects, it'll be solid.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Selesnya Charm
3.5 Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Lotus-Eye Mystics
2 The stat-line is bad, and even in a format with a decent number of Enchantments, you frequently don't have one to get back.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Skyreaping
0.5 Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
Pack 2 Pick 4: Brood Monitor
Void Winnower
2 If you can cast this, it's pretty amazing, and usually going to wreak havoc on the board. But 9 mana is hard to get in Limited.
Dinrova Horror
3.5 Adding a 4/4 body to the board, bouncing something, and making your opponent discard is very nice for six mana -- and sometimes it can effectively destroy the creature it bounces.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Nessian Asp
2 A 4-mana 4/5 with Reach plays reasonably well, and in the late game it turns into a very big monster.
Audacity
3 This offers a buff that makes most creatures into decent attackers, and it doesn't really matter if your opponent trades for that creature because you get to draw a card.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Selesnya Charm
3.5 Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Brood Monitor
4.5 This gives you a ton of value for 6 mana. Even if those tokens couldn't be sacrificed for mana, this is a card that gives you four very real bodies. If you're behind, it brings you to parity. If you're at parity it pulls you ahead, and if you're ahead, the game's probably over.
Pack 2 Pick 5: Archway Angel
Shipbreaker Kraken
2 A 6-mana 6/6 is a reasonable top-curve creature -- and if this ever goest Monstrous you probably win the game, as it's probably smashing in for 10 all on it's own. Problem is, getting to 8 mana doesn't happen that often in Limited.
Archway Angel
1.5 // 4 This was a pretty legit buildaround last time we saw it. Gate decks really want this card, since they often have slow starts because they are playing so many colors and so many tap lands, the Angel helps even things out on turn 5, and often pulls you ahead. If you don't have lots of gates though, she's pretty bad.
Phalanx Tactics
2 This can help you trigger Heroic while buffing yoru whole board, and certainly has it's moments. However, if you don't have Heroic and/or don't have a built out board, it's just a bad combat trick.
Savage Punch
3 When you have Ferocious this is incredible. When you don't, it's pretty bad. Good news is, Green decks will often get there on Ferocious.
Leafcrown Dryad
2.5 This feels fine on two, and Bestowing it for 4 is often going to make one of your creatures much more effective.
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Selesnya Charm
3.5 Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 6: Azorius Guildgate
Hero of Leina Tower
2 Having the mana left over after triggering Heroic is a pretty big ask, even if the ceiling here is really impressive.
Swift Warkite
2.5 You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Sejiri Shelter
2.5 This is a more situational modal double-faced land, but it's always nice when a land has the potential to be a real card.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Gnarlback Rhino
3.5 This has a nice baseline, and while it doesn't technically have "Heroic" it works the same way. Combat tricks and fight spells are the Rhino's best friend, and there's enough of that in the format for this to be pretty amazing.
Azorius Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 2 Pick 7: Boros Guildgate
Ghor-Clan Rampager
3.5 The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
Azorius Charm
4 This is a very nice removal spell that happens to have two other useful modes.
Furious Rise
1.5 This wasn't very good last time, and I don't think it will be here, either. It does stone nothing on it's own, and that's a pretty big liability.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Nantuko Husk
3 Free sacrifice outlets always have a ton of potential, and the threat of activation on the Nantuko makes it hard for your opponent to block it.
Rimrock Knight
3.5 This was surprisignly great last time we saw it. The buff doesn't always let your creature survive combat, but even just chipping in for extra damage and then adding a 3/1 to the board is a pretty good deal.
Nessian Asp
2 A 4-mana 4/5 with Reach plays reasonably well, and in the late game it turns into a very big monster.
Ghirapur Gearcrafter
3.5 This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 8: Zendikar Incarnate
Cartel Aristocrat
3.5 This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
Dreadhound
3.5 This is great at stocking the graveyard, and it's ETB is usually going to make your opponent lose 1 life or more, while you get a pretty nice creature.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Ingenious Skaab
3 2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Nemesis of Mortals
1 // 3 This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Stampeding Elk Herd
2.5 This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
Pack 2 Pick 9: Opal Lake Gatekeepers
Crypt Incursion
0 This can gain you a bunch of life, but a graveyard has to be well-stocked, and just gaining life is rarely worth a card anyway.
Gurmag Angler
1 // 3.0 If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 2 Pick 10: Undead Butler
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Gust of Wind
2.5 Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
Undead Butler
2.5 This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
Dreadbore
4 Two mana to kill any creature or planeswalker is an incredible deal. This will be extra good when the Planeswalker bonus sheet is around.
Akoum Warrior
2.5 You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
Brood Monitor
4.5 This gives you a ton of value for 6 mana. Even if those tokens couldn't be sacrificed for mana, this is a card that gives you four very real bodies. If you're behind, it brings you to parity. If you're at parity it pulls you ahead, and if you're ahead, the game's probably over.
Pack 2 Pick 11: Boros Guildgate
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Boros Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Skyreaping
0.5 Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
Pack 2 Pick 12: Rakdos Guildgate
Nessian Asp
2 A 4-mana 4/5 with Reach plays reasonably well, and in the late game it turns into a very big monster.
Ghostblade Eidolon
1.5 A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Rakdos Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 2 Pick 13: Artful Maneuver
Artful Maneuver
1.5 This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Pack 2 Pick 14: Khalni Ambush
Spawning Bed
2.5 This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
Khalni Ambush
3 The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
Pack 2 Pick 15: Furious Rise
Furious Rise
1.5 This wasn't very good last time, and I don't think it will be here, either. It does stone nothing on it's own, and that's a pretty big liability.
Pack 3 Pick 1: Courier's Briefcase
Pia and Kiran Nalaar
5 Even without the activated ability this card is incredible. With it? It can function as removal, too.
Phalanx Tactics
2 This can help you trigger Heroic while buffing yoru whole board, and certainly has it's moments. However, if you don't have Heroic and/or don't have a built out board, it's just a bad combat trick.
Ultimate Price
4 This can't hit artifact creature or multicolored creatures, but that still means it can kill almost everything in the format at instant speed for only 2 mana.
Destructive Revelry
0.5 This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
Sin Collector
1 This will wiff most of the time, although it'll probably be a little bit better when the spell bonus sheet is around.
Darksteel Ingot
1.5 3-mana mana rocks are rarely good in Limited, but if you really need fixing or ramp, you'll use this.
Courier's Briefcase
2 This fixes your mana pretty effectively while also adding a body to the board. I wouldn't count on cashing it in for 3 cards, though.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Rimrock Knight
3.5 This was surprisignly great last time we saw it. The buff doesn't always let your creature survive combat, but even just chipping in for extra damage and then adding a 3/1 to the board is a pretty good deal.
Swift Reckoning
2.5 It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
Fallaji Archaeologist
3 This was a SUPER good common last time we saw it. If you're in Blue with lots of spells, you're going to frequently make this a two mana 0/3 that draws a card on ETB, and the fail case is a two mana 1/4 that helps you load the graveyard.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Nissa's Pilgrimage
2 Paying three to ramp your mana and not add to the board can be a liability, but this is a pretty potent way to do it, especially if you have spellmastery.
Pack 3 Pick 2: Kraul Harpooner
Kraul Harpooner
2.5 This ETB usually results in the Harpooner dying too, but if you're paying 2 to kill a big flyer you're going to be happy with that. And when you can't use the ETB, it's still a solid 2 drop.
Alpha Authority
1 This looks pretty exciting -- but it's kind of like Swiftfoot Boots -- that is to say, awful in Limited, because the creature you put it on already has to be good, and that really limits it's utility.
War Oracle
2 A 4-mana 3/3 lifelink isn't very good, and that stat-line also means it'll be tough for this to ever become renowned.
Murmuring Mystic
1.5 // 3.5 This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
Cloudfin Raptor
2 This is awesome on turn one -- and a lot less awesome the rest of the game, since it's unlikely to grow quite as much. It's a terrible topdeck, too.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Nemesis of Mortals
1 // 3 This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
Martial Glory
2 This is here to enable Heroic stuff in the Red-White deck, and it's a passable combat trick even when you're not pulling that off.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Izzet Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Sungrace Pegasus
2 This is a nice place to put counters or Auras, but is fairly underwhelming otherwise.
Pack 3 Pick 3: Ob Nixilis's Cruelty
Sphere of Safety
0 Even if you have lots of Enchantments, this is a card that doesn't add to the board in any meaningful way, and it's not even guaranteed to keep your opponent from killing you.
Furious Rise
1.5 This wasn't very good last time, and I don't think it will be here, either. It does stone nothing on it's own, and that's a pretty big liability.
Rescue from the Underworld
1.5 This is a reanimation spell that requires you to have a creature for it to do it's thing -- with the added upside of potentially triggering that creature's death and/or enters trigger. Still, it's way too fiddly to work out very often.
Priest of the Blood Rite
4 5-mana for a 5/5 flyer and a 2/2 is pretty great, and Black has plenty of ways to get rid of the 2/2 so you can shut off the downside. Your opponent often won't want to block or attack into the 2/2 either -- which is itself a disadvantage.
Ghirapur Gearcrafter
3.5 This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Silundi Vision
2 This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
Gladecover Scout
1 // 3.5 This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
Compulsory Rest
3 This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
Ob Nixilis's Cruelty
4 This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Selesnya Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Hushwing Gryff
2 This is symmetrical, so it can hurt your "enters" triggers too. But, it has Flash and you're the one who chooses when to cast it -- so you can do it when it's to your benefit. Still, blanking an "enters" trigger isn't always all that powerful.
Pack 3 Pick 4: Golgari Guildgate
Behold the Beyond
1.5 7 mana is a lot, but this does draw the three best cards in your deck. Granted...you probably have to wait a full turn to use them, and if you ever have cards in your hand when you cast it, it's pretty terrible.
Rapid Hybridization
0 This is terrible in Limited. If you use it on your opponent's creature, you effectively 2-for-1 yourself, and using it on your own is only moderately better.
Aspect of Hydra
1.5 This can be a pretty potent combat trick -- but it can also be a blank card. And you need three green pips just for it to be Giant Growth, so it's tough to make it worthwhile in Limited.
Jwari Disruption
3.5 A land that can also counter spells is amazing. Basically, if you have this early you can hold on to it and hope to snipe a spell in the first few turns -- and once you need a land, it can do that too.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Savage Punch
3 When you have Ferocious this is incredible. When you don't, it's pretty bad. Good news is, Green decks will often get there on Ferocious.
Akroan Crusader
2 This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Dragon Mantle
2.5 This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Golgari Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Cavern Lampad
2 As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Pack 3 Pick 5: Treasure Cruise
Haven of the Spirit Dragon
0 There aren't enough dragons in this format for it to be worth playing a land that is bad for your mana base.
Stormchaser Mage
3.5 This is tough to block all game long because of Prowess, and if you get it down early it can put the game away on it's own.
Dark Deal
0 This kind of card is almost never going to do something good. Sure, maybe you make your opponent discard some cards they wanted to hold on to, but that upside is negated by the fact that you are the one who used the card -- and it's just as likely that they draw into what they were looking for.
Cartel Aristocrat
3.5 This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
Scab-Clan Berserker
3 Getting in with this isn't always easy, but when it does it becomes a very good creature that is likely to punish your opponent once or twice.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Gateway Plaza
2.5 This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
Treasure Cruise
0 // 3.5 You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
Leafcrown Dryad
2.5 This feels fine on two, and Bestowing it for 4 is often going to make one of your creatures much more effective.
Nissa's Pilgrimage
2 Paying three to ramp your mana and not add to the board can be a liability, but this is a pretty potent way to do it, especially if you have spellmastery.
Pack 3 Pick 6: Gate Colossus
Seed Guardian
4 Without even trying, this will usually leave behind at least a 1/1, and by the later stages of the game killing this will result in a huge monster token.
Urban Evolution
2 Not adding to the board is always risky at 5 mana, but this does give you serious card advantage, and ramping your mana makes it more likely you will have a big play on your next turn.
Crackdown Construct
0 The base stat-line is awful, and buffing the Construct isn't particularly easy.
Gate Colossus
0 // 4.0 This is a very powerful gate payoff, since you can get it down ahead of schedule and bring it back pretty easily. It's unplayable outside of the gate deck, though.
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Essence Scatter
3 This counters most spells and is easy to cast. It can generate some great tempo.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Goblin Heelcutter
3.5 This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Pack 3 Pick 7: Selesnya Charm
Dragon-Style Twins
3 Dying to two mana removal is pretty brutal -- but as soon as this attacks it puts your opponent in a very ugly spot. They can only chump it for so long.
Bassara Tower Archer
2.0 // 3.5 This is where you want to put your Auras, counters, and equipment -- but without those things, it's pretty mediocre.
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Devour Flesh
2 Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
Lagonna-Band Trailblazer
2 A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
Selesnya Charm
3.5 Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Clutch of Currents
3 This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
Pack 3 Pick 8: Opal Lake Gatekeepers
Boundary Lands Ranger
3 This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
Lyev Skyknight
3.5 This removes a creature from the equation for a whole turn, while adding a pretty solid body to the board. That's some seroius tempo.
Heliod's Pilgrim
0 // 3 If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Bloodfire Enforcers
2 If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Opal Lake Gatekeepers
0 // 2.5 This is a solid build around for gates decks, where it's virtually always a 2-for-1.
Oath of Liliana
2.5 A three-mana edict isn't great, but this has useful typing, and her planeswalker payoff effect is great, since it gives you a free way to protect your planeswalkers.
Pack 3 Pick 9: Darksteel Ingot
Destructive Revelry
0.5 This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
Sin Collector
1 This will wiff most of the time, although it'll probably be a little bit better when the spell bonus sheet is around.
Darksteel Ingot
1.5 3-mana mana rocks are rarely good in Limited, but if you really need fixing or ramp, you'll use this.
Pilgrim's Eye
3.5 The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
Rimrock Knight
3.5 This was surprisignly great last time we saw it. The buff doesn't always let your creature survive combat, but even just chipping in for extra damage and then adding a 3/1 to the board is a pretty good deal.
Basilica Screecher
2 Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
Dimir Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 10: Boulder Salvo
Boulder Salvo
2.5 A 5-mana deal 4 is bad, but Surging with this is pretty doable.
Imperious Oligarch
3.5 This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
Nemesis of Mortals
1 // 3 This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Sungrace Pegasus
2 This is a nice place to put counters or Auras, but is fairly underwhelming otherwise.
Pack 3 Pick 11: Possessed Skaab
Furious Rise
1.5 This wasn't very good last time, and I don't think it will be here, either. It does stone nothing on it's own, and that's a pretty big liability.
Rescue from the Underworld
1.5 This is a reanimation spell that requires you to have a creature for it to do it's thing -- with the added upside of potentially triggering that creature's death and/or enters trigger. Still, it's way too fiddly to work out very often.
Priest of the Blood Rite
4 5-mana for a 5/5 flyer and a 2/2 is pretty great, and Black has plenty of ways to get rid of the 2/2 so you can shut off the downside. Your opponent often won't want to block or attack into the 2/2 either -- which is itself a disadvantage.
Tah-Crop Skirmisher
2.5 You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
Possessed Skaab
3 This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Pack 3 Pick 12: Zendikar Incarnate
Returned Centaur
1.5 The stat-line is bad, and there are better ways to load the graveyard in the format.
Zendikar Incarnate
2 This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
Savage Punch
3 When you have Ferocious this is incredible. When you don't, it's pretty bad. Good news is, Green decks will often get there on Ferocious.
Mizzium Skin
2.5 This is a nice cheap way to blank removal, and sometimes it can even win combat.
Pack 3 Pick 13: Cartel Aristocrat
Dark Deal
0 This kind of card is almost never going to do something good. Sure, maybe you make your opponent discard some cards they wanted to hold on to, but that upside is negated by the fact that you are the one who used the card -- and it's just as likely that they draw into what they were looking for.
Cartel Aristocrat
3.5 This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
Baleful Eidolon
2 This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Pack 3 Pick 14: Simic Guildgate
Dreg Mangler
3 Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
Simic Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.
Pack 3 Pick 15: Gruul Guildgate
Gruul Guildgate
3 These offer great fixing, and the format has tons of gate payoffs, too.