Vren, the Relentless
10
In what way is Vren, the Relentless a fair card? The triggered ability is so powerful that your opponent can’t even risk chump-blocking anything, or you’ll just create a Relentless Rats token. Imagine playing this Dimir rat rogue and then on the following turn playing two removal spells. It doesn’t even matter what you kill because you’ll make a pair of 3/3s for your trouble that scale up as you play more rats. Vren, the Relentless is just unreal. It’s dumb, so take it early and win games with it.
$0.91
Camellia, the Seedmiser
9
Camellia, the Seedmiser might work with other squirrels, but it’s a game-winning package all on its own, with very little help from other cards. If you activate Camellia’s fourth ability by sacrificing a food, you’ll create the Squirrel token before it resolves, allowing that newly created token to get a +1/+1 counter. You can even do this multiple times in a turn if you have the food available. Ideally, I’d want to play Camellia, the Seedmiser on turn 5 with a Food token out, and immediately turn that token into a 2/2 menacing squirrel. Then, each turn, I can sacrifice more food and create an army of squirrels. Camellia is amazing, and all it needs is a bunch of food makers, which you were bound to be prioritizing in the first place.
$3.35
Dreamdew Entrancer
9
When you think of enters triggers, hopefully, you think of Mulldrifter. Frogs have access to plenty of small, useless creatures that’ll happily pick up stun counters in exchange for two cards. You can then use Dreamdew Entrancer‘s subsequent triggers to put more counters on the same creature, effectively negating its downside. Then, when you’ve drawn enough cards (as if that’s even a thing) and you want to start winning the game, Dreamdew Entrancer can tap down opposing blockers for several turns and help you close. This is awesome and probably the best frog in the set.
$0.39
Hugs, Grisly Guardian
9
I always liked Gadwick, the Wizened, but Gadwick never hit quite as hard as a 5/5 with trample. It’s perfectly reasonable to cast Hugs, Grisly Guardian on 4 and start attacking, but it scales up so well. No matter when you draw Hugs, you can sink your mana into it and get a whole slew of extra cards. The casting cost is a little prohibitive, so you won’t be playing this outside of a straight red/green deck, but seeing Hugs early is definitely a good reason to try to draft those colors.
$6.82
Ral, Crackling Wit
9
The big test for any planeswalker, regardless of how adorable they are, is, “Can they protect themself?” Ral can. The Otter tokens do a fine job of chump-blocking, while the triggered ability helps you to keep Ral’s loyalty high. The -10 ability is worth looking, since it’s actually reachable if you cast enough spells. No matter how you play it, Ral, Crackling Wit is powerful, contributes to the board, and provides you with a possible win condition. It’s very good, and I expect to see plenty of it as the format develops.
$6.83
Clement, the Worrywort
8
Clement, the Worrywort is a really nice payoff for the frog decks with a lot of annoying combo potential. Imagine curving Sunshower Druid into Pond Prophet and then playing Clement. You can put its trigger on the stack, tap the other two frogs for mana, then bounce the prophet and replay it immediately. If you do this on turn 4, you could then also bounce the druid and replay that for even more value. Frogs looks like the most fun deck to build in this format and seeing an early Clement is probably a great indicator that you should do it.
$1.10
Finneas, Ace Archer
8
The only downside with Finneas, Ace Archer is that a 2/2 isn’t that likely to be able to attack and not die. However, if you time it right and get a handful of counters plus a free card out of the deal, it’s hardly been bad for you. Just curving a 1-drop into Finneas on turn 2 and Hop to It on turn 3 is enough to get it going. And if you don’t draw a card with the first trigger, the second one is pretty much guaranteed to do it.
$0.30
Gev, Scaled Scorch
8
Gev, Scaled Scorch looks really disgusting to me. When played on curve, every lizard you cast pings your opponent for 1 and automatically enters with a +1/+1 counter. Throughout the game, this represents a lot of free damage and a 3/2 can even brawl really well, too. Even if you don’t draw this Rakdos mercenary until later in the game, each lizard still represents a free point of damage, allowing you to close out games with relative ease.
$1.01
The Infamous Cruelclaw
8
Am I the only one picturing Nibbles the mouseketeer from Tom and Jerry? En garde, pussycat! The Infamous Cruelclaw is brilliant, though a 3/3 menace isn’t that likely to connect in a format full of offspring and token generators. If you ever do, casting a free spell by simply discarding a land is going to be huge. You could even hit some expensive spell and cast it well ahead of your curve. I’d take Cruelclaw early and make sure to prioritize ways of getting them through blockers.
$23.97
Kastral, the Windcrested
8
Kastral, the Windcrested is a really powerful way to top your mana curve. The best mode to choose for the trigger is probably the first one, reanimating a bird from your graveyard. But if you don’t have any cards available for that, the other modes are also very strong. Ideally, you want to play Kastral, the Windcrested on a turn when you plan on attacking with another bird or two to get the trigger right away, but even just on its own it provide a good amount of advantage each time it hits.
$0.45
Mabel, Heir to Cragflame
8
The synergy between equipment and valiant is very powerful, which is why there’s very little equipment in the set. It makes a lot of sense for the legendary Mabel, Heir to Cragflame to create the strongest equipment. On its own, it’s not all that strong, but since you’re already red/white, you probably have some mice and hopefully, you have valiant abilities. Once you add those into the mix, Mabel, Heir to Cragflame becomes a bomb rare that perfectly synergizes with what mice are trying to do.
$1.49
Ygra, Eater of All
8
“Other creatures are Food” is a brilliant line of text. Can we all just take a moment and admire that? Right then. Ygra, Eater of All is little more than a big, dumb creature, but it should be the biggest dumb creature around. Every time it gets chump-blocked, it grows bigger. If your opponent puts enough stats in front of it to trade, you can just sacrifice your creatures and make it bigger. It also turns all your creatures into forage material if you really want to do that. Ygra is very beatable, but it’ll probably be very annoying to play against.
$13.44
Zoraline, Cosmos Caller
8
It’s a little weird that Zoraline, Cosmos Caller is more of an enabler for the bats mechanic rather than a payoff, but it’s got to be one of the strongest enablers around. A 3/3 with flying and vigilance is already great and is likely one of the best creatures on the board. Then, just attacking with it allows you to gain and lose life right away. You even get to reanimate a cheap creature for your troubles. Once you’ve picked up a Zoraline, be sure to pick up anything that pays you off for gaining or losing life so that you can make full use of it.
$1.26
Burrowguard Mentor
7
Sure, this might sometimes be a 1/1 trample for 2, but it could also be a 6/6 trample for 2. Rabbits are incredibly good at going wide, and as we saw with Regal Bunnicorn in Wilds of Eldraine, a Burrowguard Mentor should be efficient enough to really dominate the board.
$0.28
Fireglass Mentor
7
The lizard mechanic is really easy to enable, and Fireglass Mentor is an incredibly strong payoff for doing it. Getting to “draw” the best card from your top two each turn puts you ahead very quickly, just so long as your curve is low enough that you actually get to play those cards. Given that lizards are a low-curve aggro deck anyway, I don’t see that being a problem.
$0.28
Seedglaive Mentor
7
Picking up a +1/+1 counter as a valiant trigger is exactly what I want with this aggressive deck. We’ve seen a lot of ways for you to reliably trigger this each turn, and Seedglaive Mentor should quickly turn into a very powerful threat.
$0.28
Starseer Mentor
7
I’ve always wanted a Serra Angel with upside. I mean, there are plenty of them about, but it’s always nice to see another one. These payoffs seem pretty easy to trigger, so you can mostly guarantee Starseer Mentor triggers at the end of most turns that you have it out. Your opponent may get to pick the best choice for them, but a 3/5 with flying and vigilance is good no matter what advantage you get from it.
$0.97
Tidecaller Mentor
7
The fact that Tidecaller Mentor is still a solid 3/3 with menace even when you don’t have threshold enabled really sells it for me. The biggest issue with threshold, when it was first used, was that so many of the cards were unplayable without it and great with it. Some like Swirling Sandstorm literally did nothing without it active. I’d definitely prefer to have threshold enabled for this, but if you need to run it out on turn 3, you could do a lot worse.
$0.30
Lilysplash Mentor
6
We’ve talked plenty about wanting to flicker our frogs, and Lilysplash Mentor is the perfect way to do it. Three mana is quite a lot, but also not so much that you can’t imagine getting to do this multiple times in the same turn. It’s a shame this isn’t instant speed, but if you’ve ever played against Mistmeadow Witch, you’ll understand why that might be a bit too powerful.
$0.26
Muerra, Trash Tactician
6
Expend 4 looks pretty reasonable to enable, but expend 8 looks a lot harder. At least Muerra, Trash Tactician gives you some mana to help towards it, then once you get one trigger off, it gives you a couple of extra cards to hopefully expend 8 again. Each trigger helps enable the next in a constant cycle. But it’s hard enough to get going that I think Muerra, Trash Tactician will most often be a good mana dork that gains you some life each turn.
$1.57
Plumecreed Mentor
6
I’m not sure I buy into this theme of flying creatures supporting creatures without flying. Though it turns out there are very few 2-drops that actually do fly, so odds are whatever 2-drop you played will be able to pick up the counter from Plumecreed Mentor on turn 3. Your deck is bound to have a mix of fliers and non-fliers, so I’m sure this isn’t as bad as I’m making it out to be and in fact it’s probably very impressive.
$0.27
Vinereap Mentor
6
Sacrificing food to forage is generally going to be much better than exiling cards from your graveyard, so a strong creature that can give you two Foods pretty much free is high on my list of wants in a squirrel deck.
$0.25
Alania, Divergent Storm
5
Is it worth it to have your opponent draw a card so you can copy a spell you cast? It depends on the spell I suppose. Alania, Divergent Storm puts you at parity in terms of card advantage, but a random card is going to be worse than an additional removal spell or a copy of a creature. Alania just suffers from being a touch on the weak side while you’re not copying spells, though the potential is there for some big swings.
$0.38
Lunar Convocation
5
Lunar Convocation looks like a pretty strong payoff for gaining life. The first trigger is incredibly weak, but the ability to create Bat tokens is definitely worth paying attention to. It has a built-in way of losing life, so as long as you can reliably gain life each turn, it shouldn’t be too hard to make some bats every now and again, all while drawing some extra cards.
$1.69
Pond Prophet
5
For me, Pond Prophet is among the best commons in Bloomburrow for Draft or Sealed. Two-drops that draw a card when they enter have always been great. We’ve had standouts like Spirit Companion, and Outlaw Medic serve a similar role in Outlaws of Thunder Junction. Now we have Pond Prophet, and it’s perfectly situated to do exactly what the frog decks want to do while also just being a strong card you can play in any green or blue deck.
$0.21
Wandertale Mentor
5
A 2-drop mana dork is the perfect way to enable expend 4 as early as turn 3. Costing both of your colors is a hefty downside, but at least the reward is there. You can accelerate your mana early, Wandertale Mentor randomly ends up as a 6/6 when you no longer need the mana and you just want to be attacking.
$0.24
Head of the Homestead
4
Head of the Homestead is one of the better hybrid mana cards in my opinion. Three creatures in one card is perfect for rabbits, and it’s even flickerable. Five mana feels like a lot in this format, and that holds it back a little bit, but you surely can’t beat that value.
$0.67
Moonrise Cleric
4
There are a few more perfect ways of enabling the lifegain synergies that bats are trying to accomplish. Moonrise Cleric is great on turn 3 and still reasonable when you draw it late. It’s just a good, solid creature that I’d actively seek out when drafting bats.
$0.62
Tempest Angler
4
When this card was called Quandrix Pledgemage, it was great. I don’t see any reason why Tempest Angler won’t be just as good. Only a couple of spells are needed to grow it into a 4/4, and if it’s still too small, it picks up free counters just for you enacting your game plan.
$0.29
Baylen, the Haymaker
3
I really like Baylen, the Haymaker, but there’s too many things holding it back in Limited. Three colors isn’t trivial to get in Bloomburrow, and you need quite a lot of tokens on the board for it to even do anything. On top of that, tapping your tokens means you won’t be attacking with them, which is counterintuitive to their gameplan in this set. Baylen isn’t “bad”, but it seems too hard to enable in the set and probably isn’t worth trying.
$4.07
Cindering Cutthroat
3
We’ve seen a lot of enablers for the lizard deck, so I’d guess Cindering Cutthroat is more likely to be a 4/3 than a 3/2. This lizard assassin looks like a solid curve filler, assuming you have those enablers for it.
$0.21
Corpseberry Cultivator
3
You can only forage so many times during the course of a game, so I’d hope I never have to use Corpseberry Cultivator to forage for no value. Though picking up a +1/+1 counter whenever you forage at all makes this a really nice 3-drop for your curve.
$0.21
Glarb, Calamity’s Augur
3
I really don’t get why Glarb, Calamity's Augur is a frog when it has nothing to do with frogs. I just don’t get why I want to do any of this. Playing lands from the top of the library is nice, but you need to stretch your mana base to make it happen and I don’t think it’s going to be worth it.
$3.05
Helga, Skittish Seer
3
Helga, Skittish Seer seems like one of the stronger 3-color cards in the set, and may end up being one of the best commanders from Bloomburrow, but in Limited it's still not worth stretching your mana base to accommodate it. Four-cost spells don’t seem to be a good focus in Bloomburrow outside of the raccoon deck, so I don’t think it’ll even trigger that much. I have a feeling there’ll be a perfect deck for Helga at some point, but I’m not seeing it.
$5.08
Junkblade Bruiser
3
Junkblade Bruiser is already fine on rate as a 4/5 with trample for 5 mana. Raccoons look like they can spend their mana very effectively, so getting it to a 6/6 isn’t unreasonable. My only concern is whether creatures of this size can work in a format like this, as it looks quite aggressive and low to the ground. I guess we’ll have to find out.
$0.21
Mind Drill Assailant
3
Four-mana 2/5s have been known to do a bit of work from time to time, so I’m pretty interested in one that eventually becomes a 5/5. You should be able to sit back with Mind Drill Assailant on defense and spend your excess mana surveilling cards away, ready to enable threshold.
$0.21
Seedpod Squire
3
We’ve seen a lot of Phantom Monster variants, and while others don’t seem to like them, I still do. There are a lot of flying creatures in this set, as all birds and bats naturally fly, but Seedpod Squire is still a good size for a 4-drop with a relevant ability that helps you to push through damage and trigger valiant abilities.
$0.23
Stormcatch Mentor
3
Stormcatch Mentor is honestly really disappointing. Reducing the cost of spells isn’t an ability you can put much stock in for Limited, and a 1/1 with haste and prowess is just far too weak. I’d put this in my otter decks, but it’s not something that I’d actively look to pick up in a draft.
$0.15
Veteran Guardmouse
3
Veteran Guardmouse will probably end up being one of the most expensive mice in your deck, but probably worth it. As we’ve seen, valiant is fairly easy to enable, and turning this into a 4/4 with first strike should be trivial.
$0.19