If you need to catch up, here are the previous set reviews for Gatecrash:

White/Orzhov
Blue/Simic
Black/Dimir
Red/Boros

4.0: Format staple. [card]Sphinx's Revelation[/card]. [card]Thragtusk[/card].

3.5: Good in multiple archetypes, but not a format staple. [card]Avacyn's Pilgrim[/card]. [card]Restoration Angel[/card]. [card]Geist of Saint Traft[/card].

3.0: Archetype staple. [card]Farseek[/card]. [card]Gravecrawler[/card].

2.5: Role-player in some decks, but not quite a staple. [card]Think Twice[/card]. [card]Curse of Death's Hold[/card].

2.0: Niche card. Sideboard or currently unknown archetype. [card]Naturalize[/card]. (Bear in mind that many cards fall into this category, although an explanation is obviously important.)

1.0: It has seen play once. [card]One with Nothing[/card]. (I believe it was tech vs. Owling Mine, although fairly suspicious tech at that.)

Limited

5.0: I will always play this card. Period.

4.5: I will almost always play this card, regardless of what else I get.

4.0: I will strongly consider playing this as the only card of its color.

3.5: I feel a strong pull into this card’s color.

3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)

2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)

2.0: If I’m playing this color, I usually play these. (70%)

1.5: This card will make the cut into the main deck about half the times I play this color. (50%)

1.0: I feel bad when this card is in my main deck. (30%)

0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)

0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)

For this review, I’m adding another set of criteria. Some people think the best way to respond to my (awesome) puns is a simple letter grade, and even though it is commonly agreed that the grading is too harsh, I left it in the capable paws of Pat Cox (@wildestnacatl on Twitter) to deliver them. Here’s the scale he will be using:

Puns
A: Something an extremely clever and good-looking person would say. It is unlikely Luis will ever achieve this grade.
B: A reasonably clever pun that is actually apt to the situation/conversation at hand.
C: Usually groan-worthy, but at least tangentially related to the current situation. Most puns fall into this category.
D: Has nothing to do with anything, and isn’t funny, but can still be understood to be a play on words. Reused puns also receive this grade.
F: These puns make no sense and have no redeeming qualities whatsoever.

Gruul

Adaptive Snapjaw

[draft]Adaptive Snapjaw[/draft]

Constructed: 1.0

This has got a few more centuries of adapting to do before it’s evolved into something Constructed playable.

Pun: C+

Limited: 2.5

Not only does this evolve into a playable creature fairly quickly, it also should result in multiple other evolutions upon arrival, which is the most important of its qualities. In a good Simic deck, this is one of the better high-end commons, and in a good Gruul deck, you rarely play this. Usually it’s a non-issue for Gruul, as all the Simic players snap this up quickly.

Pun: D

Alpha Authority

[draft]Alpha Authority[/draft]

Constructed: 1.0

This beta not spawn another hexproof deck—I’m not sure if I could take two of them being playable at the same time.

Pun: D+

Limited: 1.5

Enchantments that make your big guys better aren’t usually a high priority, though there are matchups where they can be awesome. I’d take this for the board, and look to bring it in only against slower controlling decks (which aren’t the norm).

Burst of Strength

[draft]Burst of Strength[/draft]

Constructed: 1.0

This is not remotely strong enough to see Constructed play.

Pun: C-

Limited: 2.5

I’ve been impressed by this so far. It synergizes with all the Simic counters-matter cards, it provides a nice little boost in combat, and the untapping lets you use it to ambush when the situation demands. I’m not generally a fan of combat tricks, but this gets a pass.

Crocanura

[draft]Crocanura[/draft]

Constructed: 1.0

Playing a 1/3 for three in Constructed is a reach, even if you expect it to grow every now and then.

Pun: C+

Limited: 3.0

Crocanura is slightly on the defensive side, making it perfect for the more controlling versions of Simic. Luckily, it’s also capable of delivering a good amount of beats once it’s grown once or twice, and either version of Simic should be able to accomplish that. This is one of the staples of the Simic deck, and a good way for Gruul to avoid getting overwhelmed before its Giants come out to play.

Crowned Ceratok

[draft]Crowned Ceratok[/draft]

Constructed: 1.0

A few more good ones and I’m sure I’ll be crowned the king of puns. Yes, just a few more...

Pun: F

Limited: 3.5

Not only is this aggressively-costed by itself, it also provides a relevant bonus to a bunch of your team. It’s awesome in Simic and also awesome in Gruul. Everyone’s a winner!

Disciple of the Old Ways

[draft]Disciple of the Old Ways[/draft]

Constructed: 1.0

Maybe in the old days, there’d be a way this sees play. After all, various 1R 2/1s with no abilities did.

Pun: C

Limited: 3.0

The nature of this format demands 2-drops, and I’ve yet to see a Gruul or Simic deck that’s come close to not playing Disciple. Even if you can’t activate it, it’s a cheap creature that triggers evolve, and if you can activate it, it’s great.

Experiment One

[draft]Experiment One[/draft]

Constructed: 3.0

All sorts of decks are experimenting with this, and it’s going to see play One way or another. If it reliably has 2 power in the first couple turns and gets to 3 shortly thereafter, it more than earns its spot. Add to that the possibility of surviving Wraths and removal spells, and I’d deem the experiment a success.

It does require a good selection of 3+ power/toughness companions, but there are a wealth of candidates for that spot. It’s also nice that this is a Human for [card]Cavern of Souls[/card], an advantage that definitely matters.

Pun: C

Limited: 3.5

It won’t take long for this to become a monster, and once your opponent assembles enough of a squad to take it down, it just shrinks a little and survives. The 1-drop evolve guys are the best thing you can be doing in Simic, and [card]Experiment One[/card] also shines in Gruul.

Forced Adaptation

[draft]Forced Adaptation[/draft]

Constructed: 1.0

I was considering making a sweet pun here, but that would just feel too forced.

Pun: B

Limited: 1.0

[card]Forced Adaptation[/card] is slow enough and vulnerable enough to removal that I’d recommend not playing it under most circumstances. If you have a ton of +1/+1 counter synergy and are really hard-up for ways to get it going, you may be forced to run it, but that’s worst-case scenario, not the norm.

Giant Adephage

[draft]Giant Adephage[/draft]

Constructed: 1.0

Not only did I hear that this got a “Myth” rating from the esteemed “Hit or Myth” ranking guide, it’s also a 7-drop with no ETB effect and no protection from removal. It bugs me that they made it mythic.

Pun: C+

Limited: 3.0

Seven-drops may be at their worst in recent memory, much worse than in Return to Ravnica, and RtR was already fairly aggressive. Too many of the guilds offer no quarter, and the green ones in particular aren’t interested in really expensive cards.

This is clearly a powerful card, and if you can reliably survive until it gets rolling, it’s harder to kill than a cockroach, but if you play against Boros, Dimir, Gruul, or an aggressive Simic deck, you are not always going to live long enough. It’s great against Orzhov though!

The card is still decent, just based on how big and threatening it is—it’s just not a bomb, or even close to it. This moves up if you have absolutely no finishers, but so far they are more plentiful than 2-drops.

Pun: D

Greenside Watcher

[draft]Greenside Watcher[/draft]

Constructed: 1.0

Go green! Play eco-friendly Gates instead of destructive shocklands! (Note: don’t actually do this).

Pun: D-

Limited: 3.0

Not only is this a 2-drop, it also sometimes taps for a mana. Good enough for me!

Gyre Sage

[draft]Gyre Sage[/draft]

Constructed: 2.0

This may not ramp you to four, but given a turn or two it can start tapping for a ton of mana. Play enough creatures and you could build your own [card ulamog, the infinite gyre]infinite gyre[/card] (almost as good as an infinite gyro). As fragile as this is, it’s powerful enough to merit consideration.

Pun: F

Limited: 3.5

One counter in, this becomes great; any more than that, and it’s insane. I don’t know if I’d qualify my advice as sage, but either way you should listen to me and pick this card.

Pun: C-

Hindervines

[draft]Hindervines[/draft]

Constructed: 1.0

I suspect that this could straight-up say, “your opponent’s creatures deal no damage in combat this turn,” and it would still be unplayable. It’s hindered by both the +1/+1 counter requirement and the fact that [card]Safe Passage[/card]-type cards just aren’t good. Playable [card]Fog[/card]s are hard to vine these days.

Pun: C+

Limited: 1.5

This would be great in the nut Simic deck—except that the nut Simic deck wouldn’t have this in it. In matchups where you expect similar-sized creatures to battle and have a bunch of evolve guys, this is decent, but it’s not usually going to make the main deck.

Ivy Lane Denizen

[draft]Ivy Lane Denizen[/draft]

Constructed: 1.0

This Ivy will definitely poison your chances of winning, and not in a particularly sexy way either.

Pun: B-

Limited: 3.0

Semi-evolve is a nice ability, requiring specifically green creatures but going anywhere in exchange. This is a little slow to get going, but rewarding when it does, and as long as you have 9+ other green creatures, should be good.

Miming Slime

[draft]Miming Slime[/draft]

Constructed: 1.0

All I wanted to see was a Slime trying to get out of an invisible box. Was that too much to ask?

Pun: B+

Limited: 3.0

[card]Miming Slime[/card] borders on win-more, though it usually ends up being at least decent. The possibility of it being dead or just a 2/2 brings it down quite a bit, something you have to remember every time you think about how it will often be a 4/4 or 5/5 for three mana.

Naturalize

[draft]Naturalize[/draft]

Constructed: 2.0

Without looking at past reviews, I feel like I’ve naturally made great jokes about this every time, but at this point I’m becoming a bit disenchanted about my chances of coming up with a new one. This is also a fine card to have in the format, albeit never a truly amazing one.

Pun: D

Limited: 0.5

I’m not really in favor of maindecking this in Sealed, and certainly not in draft, leaving it as the fine sideboard card it always ends up being.

Ooze Flux

[draft]Ooze Flux[/draft]

Constructed: 1.0

Just how many counters do you expect to have lying around, exactly? With a few solid evolve guys, the number might fluctuate, but it’s never going to reliably be enough to make this worth a card.

Pun: C

Limited: 3.5

It takes a little work to get there, which is the only thing bringing this down, but in a good Simic deck this works wonders. Making a big Ooze will often re-trigger all your evolve guys, setting up an infinite loop that literally oozes value over and over again.

Pun: D
Use of literally: F

Predator's Rapport

[draft]Predator's Rapport[/draft]

Constructed: 1.0

Just as a tiger can’t change its stripes, a pure life gain card can’t see play, and this is even more conditional than most.

Pun: D

Limited: 0.5

If your insane Gruul deck really needs to win races and has no real removal, I could maybe see boarding this in to try and gain a bunch of life. Maybe.

Rust Scarab

[draft]Rust Scarab[/draft]

Constructed: 1.0

I may be a little rusty, but this isn’t close to being good.

Pun: D

Limited: 2.0

Unexciting stats and a situational ability combine to make an incredibly middle-of-the-road card. Hooray!

Scab-Clan Charger

[draft]Scab-Clan Charger[/draft]

Constructed: 1.0

Less charging and more mauling and this might too have won a Pro Tour. I guess the Scab Clan charges extra for the really good creatures.

Pun: B-

Limited: 3.0

In terms of keeping your guys alive, [card]Scab-Clan Charger[/card] is among the best bloodrush cards, and paying four mana for a 2/4 isn’t bad either. I wouldn’t go out of my way to pick this up, but neither would I stick it in the sideboard once I have it.

Serene Remembrance

[draft]Serene Remembrance[/draft]

Constructed: 2.0

Every [card]Gaea’s Blessing[/card] has seen some amount of play, thanks to the efforts of Andrew Cuneo and people as sadistic as him. Why win when you can deck your opponent instead? It’s likely that [card]Elixir of Immortality[/card] is better for now, but once it rotates, [card]Serene Remembrance[/card] will be ready to (slowly) take control.

Limited: 0.5

Combating the Dimir mill deck is a thing, just not one you need to start in your main deck. I’ve also rarely seen a good Dimir mill deck, so I wouldn’t anticipate siding this in all that often.

Skarrg Goliath

[draft]Skarrg Goliath[/draft]

Constructed: 1.0

I don’t know why I even bother—my efforts to provide witty humor are just going to get trampled on.

Pun: C, true

Limited: 3.0

At least this just wins the game on seven mana, unlike many of the other expensive spells. I assume that most games where you bloodrush this you just win, and if that somehow doesn’t work, you can also cast this and smash.

Slaughterhorn

[draft]Slaughterhorn[/draft]

Constructed: 1.0

Unless you desire to be slaughtered, don’t let this horn its way into any of your Constructed decks.

Pun: C-

Limited: 3.0

One mana for +3/+2 or three mana for a 3/2 are both very acceptable deals, making this an extremely flexible card. I like getting two options and not overpaying for either.

Spire Tracer

[draft]Spire Tracer[/draft]

Constructed: 1.0

I’m surprised this didn’t have hexproof, it seems like the sort of thing that would happen. Then again, tracing the recent success of [card]Slippery Boggle[/card], I’m glad it doesn’t. Without protection of some kind, there’s just no reason to go all-in on this, and that’s just about all cards like this are good for.

Pun: C-

Limited: 1.5

While there are plenty of ways to make this great, it’s such an all-or-nothing card that it doesn’t seem like a safe early pick. If you get enough auras it can deliver a beatdown, and if you don’t, it’s wildly unplayable.

Sylvan Primordial

[draft]Sylvan Primordial[/draft]

Constructed: 1.0

[card]Primeval Titan[/card] this is not, or even [card]Woodfall Primus[/card] for that matter. Once you are at seven mana, getting a Forest isn’t a huge deal, and blowing up a non-creature permanent is enough worse than the other Primordials that I’d just go with [card]Acidic Slime[/card] for this effect instead.

Limited: 3.0

Reach might actually be the best of the keywords you could expect a giant green creature to have. It does a good job stalling the board, something often needed when you are trying to cast 7s, and eating an enchantment or Keyrune (if the opponent is tapped out) is a fairly large game. My usual word of warning on 7s applies, but you could do worse than this.

Tower Defense

[draft]Tower Defense[/draft]

Constructed: 1.0

I’ve had a ton of fun playing Tower Defense, just not the Magic card—that’s not playable in the slightest.

Pun: C

Limited: 0.5

Unsurprisingly, the extremely narrow anti-fliers card lands squarely in the sideboard camp.

Verdant Haven

[draft]Verdant Haven[/draft]

Constructed: 1.0

If it were 2 life a turn, I might have been in. Unfortunately, a 2-mana accelerant is what the people need, not a 3-mana one with a minor upside.

Limited: 1.5

I’d try to avoid drafting decks that need this to curve out, since you should be heavier on the 2s than 5s, but if you end up in that spot this does offer a safe haven. It’s not powerful enough to really spawn a 5-color archetype, though I’ll investigate that carefully, just to be sure...

Pun: C+

Wasteland Viper

[draft]Wasteland Viper[/draft]

Constructed: 2.0

A 1/2 deathtouch for two isn’t actually as far behind the curve as you might think. I doubt the bloodrush will be that awesome, since decks that want 1/2 deathtouch guys don’t usually attack much, but if your green deck needs a roadblock this could be worth wasting a couple slots on.

Pun: B-

Limited: 3.0

A good blocker and a devastating combat trick combined, [card]Wasteland Viper[/card] is one of the easier ways to get a 2-for-1 in the set. It also provides great defense and evolves all the 1-drops, making it an easy win.

Wildwood Rebirth

[draft]Wildwood Rebirth[/draft]

Constructed: 1.0

Making this an instant does very little to its chances, and it wood take a significant power boost before this gets looked at.

Pun: C+

Limited: 1.5

I’m not the biggest fan of [card]Raise Dead[/card]s, though it is cute that this is a [card]Giant Growth[/card] with bloodrush, and undoubtedly why it’s an instant.

Gruul

Borborygmos Enraged

[draft]Borborygmos Enraged[/draft]

Constructed: 2.0

[card]Seismic Assault[/card] is a powerful card, and this is 50% more damage per land for only 2.67 times the mana cost, and you get a 7/6! This might not be the most castable card, but it is powerful enough that completely ignoring it would be foolish. Plus, how do you ignore a 30-foot tall cyclops, anyway?

Limited: 1.5

Eight mana is really pushing it, and by the time you cast it, I highly doubt that you will have enough land to immediately throw anything at the opponent’s creatures. If you can craft the perfect Gruul control deck, I guess this does win the game, but such a beast I’ve never laid eye on.

Clan Defiance

[draft]Clan Defiance[/draft]

Constructed: 2.0

Oh look, another powerful X-spell. At this point, the chances that this defies the odds and beats out the other three great red X-spells is fairly low. If there is a commonly-played deck that has a good mix of flying and non-flying creatures, I clan see this getting used, but that’s not the case right now.

Pun: C

Limited: 4.0

Not quite [card]Rolling Thunder[/card], [card branching bolt]Branching Fireball[/card] still is insane in Limited, and definitely worth splashing for.

Pun: C+

Frenzied Tilling

[draft]Frenzied Tilling[/draft]

Constructed: 1.0

[card]Mwonvuli Acid-Moss[/card] (the odds I spelled that right on my first try are not large) was a somewhat interesting sideboard card for ramp mirrors, and I even played it in a Pro Tour. I wasn’t overly impressed, so I wouldn’t work myself into a frenzy over a version that costs one more and is in a format that’s much faster. It’s not that I don’t like value, but I’m tilling you: this is too slow.

Pun: C-

Limited: 1.0

The perfect card for the Boryborygmos ramp mirror, something I expect to play if Cuneo and I are in the same pod.

Ghor-Clan Rampager

[draft]Ghor-Clan Rampager[/draft]

Constructed: 3.0

This guy’s on a rampage right now, and I don’t foresee that ending soon. I’m also still pleased I called this almost exactly in an episode of Magic TV filmed before the card’s release (not that it’s an incredibly hard to figure out card, I suppose).

Playing as both a [card]Searing Blaze[/card]-esque combat trick and a reasonably-costed bruiser, the Rampager offers an ideal mix of power and flexibility. I don’t want to sound like a broken record, but flexibility is really king, and this being two separate and powerful cards is why it’s a Standard staple.

Pun: C+

Limited: 3.5

In Limited, you’d rather cast this than use the bloodrush, but either way you’re happy. As the game goes later, you are more and more likely to want the trick, and unlike most groundpounders, this is a great topdeck in the final turns of a close race.

Ground Assault

[draft]Ground Assault[/draft]

Constructed: 2.0

With the current state of removal in Standard, it’s not inconceivable that this becomes an option, and I want to get in on the ground floor. I don’t want to assault your intelligence and claim that it’s likely that this beats out [card]Mizzium Mortars[/card], so I’m glad I got my playset of Mortars from the last four Sealeds I played in.

Pun: C+

Limited: 3.5

Cheap removal that can kill almost anything is a scarce resource, and always a high pick. Early it can kill anything and late it can kill anything, so it’s only the midgame where it has a shot of missing.

Gruul Charm

[draft]Gruul Charm[/draft]

Constructed: 2.0

The anti-[card]Control Magic[/card] option seems a little strange right now. Take that, [card]Simic Manipulator[/card]! The other two are decent, with the mini-[card]Hurricane[/card] being by far the most interesting, and really what might power this up as a sideboard card.

Limited: 3.0

It’s hard to not get value from one of the two real modes here, since unless you are getting beat down by only ground guys, killing all fliers or casting [card]Falter[/card] is likely to be good. Plus, you might find yourself facing down a [card]Simic Manipulator[/card] or [card]Soul Ransom[/card], and set up a nice blowout.

Gruul Ragebeast

[draft]Gruul Ragebeast[/draft]

Constructed: 2.0

Dropping a giant [card]Flametongue Kavu[/card] that sets up more Flametongues is exciting enough that this has a fighting chance of seeing play in Constructed. In midrange creature mirrors, this sounds like a good sideboard option, picking off [card huntmaster of the fells]Huntmaster[/card] and [card]Thragtusk[/card]s alike.

Pun: B-

Limited: 3.5

Now this is something I’d be interested in paying seven mana for! Immediately slaying their best creature (assuming that creature isn’t too big) is huge, and will usually stabilize the board. Thereafter, you get to pick off their creatures one by one, all while attacking for 6. Seven-drops have a high bar, and this surpasses it.

Primal Visitation

[draft]Primal Visitation[/draft]

Constructed: 1.0

Yep, haste sounds like the best thing to put on a five mana aura.

Limited: 1.5

+3/+3 is significant enough that this will sometimes make an appearance, and it even combos with [card]Spire Tracer[/card] reasonably well. It’s not the best 5-drop, but sometimes you need something at the top of your curve.

Rubblehulk

[draft]Rubblehulk[/draft]

Constructed: 1.0

As fun as it would be to build your own hulk, most smashing in Standard takes place within the first five turns. As such, [card]Ghor-Clan Rampager[/card] is far and away the superior option for this slot.

Pun: B

Limited: 3.5

For three mana you are getting at least +3/+3, and almost always more, along with a 6/6 or greater body when you have the time to cast it. I like both those things, and will happily take and play this.

Ruination Wurm

[draft]Ruination Wurm[/draft]

Constructed: 1.0

The stats a pure vanilla creature would need to have to see Standard play would just ruin Limited, so it’s probably for the best that this isn’t close.

Pun: C

Limited: 2.5

You are usually going to want one or two 5+ drops, though ending up with less is acceptable, and this fills that spot as well as a vanilla creature can.

Signal the Clans

[draft]Signal the Clans[/draft]

Constructed: 1.0

There are a few things preventing this from being a good tutor. First of all, you can’t really just play a bunch of silver bullet 1-ofs and expect to hit them reliably, so unless you want to play 1 [card]Acidic Slime[/card] 1 [card]Sylvan Primordial[/card] and 1 [card]Batterhorn[/card], good luck tutoring up an artifact answer.

Secondly, paying two mana to put a creature into your hand isn’t even necessarily great right now. Standard has few creatures that are so below the curve that you’d pay extra mana for them, much less three with different names. Lastly, this doesn’t dump the extras into the graveyard, though I do realize that would likely be too busted. All of these restrictions put together signal a Constructed miss.

Pun: D+

Limited: 2.0

As long as you have a relatively deep roster of solid creatures, this isn’t bad at all. Searching up three 3-drops when you don’t have one already is pretty nice on turn two, and getting your three most expensive creatures later in the game is also not bad. If you have a ton of 2-drops, I can certainly see leaving the BatClan Signal in your board, but I’d play it more often than not (likely because I have more 5-drops than 2-drops in my average deck).

Skarrg Guildmage

[draft]Skarrg Guildmage[/draft]

Constructed: 2.0

Giving your squad trample isn’t the biggest game, but I do like the option of sending in lands for 4. Late game, this basically has haste, and early it hits for a little damage and gives you something to do on your off turns. It’s not clear that the Gruul decks in Standard ever want to get to the late game, but if one does, they’ve got options.

Limited: 3.5

Like most Guildmages, this delivers a beating in the late game, and like many in the recent sets, it’s not insane before then. It makes blocking quite difficult, and once you have a good amount of lands it provides a steady stream of 4/4s, as well as just being valuable because it’s a 2-drop.

Zhur-Taa Swine

[draft]Zhur-Taa Swine[/draft]

Constructed: 1.0

Letting my jokes get graded is like casting pearls before swine; they aren’t appreciated nearly as much as I zhur-taanly think they should be. As for the card itself, it’s pretty far away from having interesting numbers for Constructed.

Pun: B

Limited: 3.0

+5/+4 is not a small bonus, making this another bloodrush card that’s better as a spell than a creature. Of course, 5/4 for 5 is also not a bad collection of stats, so I think you’ll be happy either way you cast this. I also like that this is a 5-drop that you can play many copies of, more than most normal 5-drops.

Burning-Tree Emissary

[draft]Burning-Tree Emissary[/draft]

Constructed: 3.0

A “free” creature that also provides mana-fixing, all for only two mana? There’s a reason this is burning through Standard and giving red decks of all kinds some pretty sick starts. It technically could be cast out of a green deck as well, but so far that hasn’t been the most common case.

Pun: D

Limited: 3.0

Even if you don’t always use the bonus mana, this is an easy-to-cast 2/2, and it’s awesome when it does let you double up on plays.

Pit Fight

[draft]Pit Fight[/draft]

Constructed: 2.0

Here’s one way to kick off the [card]Boros Reckoner[/card]'s combo, and it’s not bad even when you aren’t comboing. It also is cheap and potentially castable removal for a few different decks, though a little more conditional than most Constructed removal spells.

Limited: 3.5

[card]Prey Upon[/card] was already great, and making it an instant is easily worth the extra mana. This is at its best in Gruul (surprise), letting you bloodrush a dude to win a fight and then immediately hop in another one.

Rubblebelt Raiders

[draft]Rubblebelt Raiders[/draft]

Constructed: 2.0

Attacking as at least a 4/4, and likely more, [card]Rubblebelt Raiders[/card] earns a spot in line behind [card]Hellrider[/card], and is poised to see play once it rotates. It really does belt your opponent for a ton of damage, and plays quite well with [card]Lightning Mauler[/card], but Hellrider is just too good to pass up.

Pun: D

Limited: 4.0

Attacking as a 4/4 or 5/5 immediately, all it takes is surviving one combat and Rubblebelt Raiders becomes nearly unstoppable. If only there were some combat tricks to help it survive...

Top 5 Green/Gruul Commons

5. [card]Disciple of the Old Ways[/card]
4. [card]Slaughterhorn[/card]
3. [card]Zhur-Taa Swine[/card]
2. [card]Crocanura[/card]
1. [card]Pit Fight[/card]

Gruul has a ton of interchangeable cards, with Crocanura and Pit Fight as the best removal options. As long as you have a few ways to stop fliers, Gruul should be able to assemble enough huge monsters and tricks to allow you to dominate combat, and crush your enemies underfoot.

Top 5 Green/Gruul Constructed Cards

5. [card]Gruul Charm[/card]
4. [card]Clan Defiance[/card]
3. [card]Experiment One[/card]
2. [card]Burning-Tree Emissary[/card]
1. [card]Ghor-Clan Rampager[/card]

The top three cards are all good enough that any Gruul aficionados should shamble home happily, only smashing a few windows on the way. All of them will often work in tandem, and Gruul stays true to form by coming out with a bunch of incredibly aggressive cards.

Soon I’ll be wrapping up the review with artifacts, lands, and a look at the top cards of the set!

LSV