Servant of the Stinger seems pretty good, I think. Good at cluttering the board early on, and can cash it in later. It is likely that the turn it can go through is also a turn in which you cast removal.
That's fair. I agree punisher cards are usually pretty bad. This thing being able to do it multiple times, and scaling up each time is what attracts me. I should also mention that I have a fairly large multicolour section, so I have some space to try out new things. Imodane's Recruiter has been... lackluster, to say the least.
I agree Craig probably won't get the removal mode all that often. However, I feel both modes are solid, and against Boros a low lifetotal is often a liability, due to burn. It is being able to consistently attack profitably with 2 creatures that worries me.
I agree that Crimson Caravaneer is pretty interesting. It reminds me of Stromkirk Occultist, which I run. It also goes kinda nuts with equipments. Having trample built-in is very nice, and being able to cash in the junk later on is also an advantage over the Occultist. I do like them enough to run both I think, though.
Brotherhood Outcast is just solid value I think. I'm not running shield counters yet, but I might consider this one. Being able to recur removal like Planar Disruption is good.
Vexing Radgulls is also fun I think. Proliferate is always fun.
I have mixed feelings about Ian the Reckless, but it is definitely an interesting card. Need to see it in action, because a 2/1 for 2 is not exciting. Would like to know how often you get value. Does get nuts with Loxodon Warhammer, though (but what card doesn't).
I also like Butch DeLoria, Tunnel Snake, but I don't like the random snake tribal. However, a 2/2 menace for 2 is solid, and being able to make other creatures evasive is a plus.
I decided to not run any of the Cluequipments. The black one is the most interesting to me, with white and red on second place, and blue third. Green is obviously the worst of the bunch.
My includes: Ordruun Mentor, Scuttling Sentinel and Ecstatic Electromancer all fit very nicely within my hybrid section, making it an even 10 cards. I have high hopes for the Mentor, curving an Accorder Paladin or Longtusk Cub into it seems reasonable. Sentinel is also a lot of words, and Electromancer seems like value that can also put some pressure on the opponent.
Krovod Haunch again, has a lot of words and I feel most of them are fairly costed. It allows you to switch gears, but only from tall to wide. It seems in line with how white decks tend to operate.
Leering Onlooker big toughness on a cheap flying body is good. Having value from the graveyard too is even better. And at instant-speed, no less!
Gearbane Orangutan the reach is what pushes this over the top, for me. Also being able to be big in a pinch is good. Demand Answers I find this more interesting than Reckless Impulse, even though it might be worse.
Case of the Trampled Garden sort of like a 'fixed' Curse of Predation, which I still run. I do feel it is different enough because it also has an enters the battlefield effect. Rubblebelt Maverick just does a bunch of things for a 1-drop. Is also another way for the Golgari decks to get a t2 fatty in the yard. Sorcery speed on the second ability is sad, but it's still nice to have. Especially with...
Speaking of almost Bonesplitters... How do we feel about Lead Pipe? I also like Krovod Haunch, but I feel maybe it is trying to be too many things at once.
Funnily enough, I just mentioned Haunted Dead before the Leering Onlooker/Observant Onlooker/whatever it's called. I like it too, but I dearly hope the translation is correct and that there isn't a 'sorcery speed only' tacked on.
I don't like the new white reanimation spell, I prefer to keep Recommission. A +1/+1 counter is more generally useful than a flying counter, and being able to recur an artifact is cool too.
I'm not sold on the modal hybrids, but running the whole cycle is a clean option. I'm not sure what I would classify them as. They definitely do seem fun and very versatile.
I like both Scuttling Sentinel and Ordruun Mentor. They make it so that I have 2 Simic hybrids and 2 Boros hybrids, which is splendid. Some of the other hybrids are fine, but I think these stand out as being the best two.
I also like Living Conundrum. We used to play Laboratory Maniac, which got cut because it was a weird card because it usually did one weird final turn, where either the opponent had enough removal or they didn't. This one seems a bit more interactive, as you can still race it. And it also functions as a defensive card before the library is empty, which is something Labman also didn't do, since you'd never play it until you could win.
Craig Boone, Novac Guard
Gary Clone
Crimson Caravaneer
Vexing Radgull
Nightkin Ambusher
Brotherhood Outcast is just solid value I think. I'm not running shield counters yet, but I might consider this one. Being able to recur removal like Planar Disruption is good.
Vexing Radgulls is also fun I think. Proliferate is always fun.
I have mixed feelings about Ian the Reckless, but it is definitely an interesting card. Need to see it in action, because a 2/1 for 2 is not exciting. Would like to know how often you get value. Does get nuts with Loxodon Warhammer, though (but what card doesn't).
I also like Butch DeLoria, Tunnel Snake, but I don't like the random snake tribal. However, a 2/2 menace for 2 is solid, and being able to make other creatures evasive is a plus.
I agree Gary Clone seems solid at 4+ mana.
My includes:
Ordruun Mentor, Scuttling Sentinel and Ecstatic Electromancer all fit very nicely within my hybrid section, making it an even 10 cards. I have high hopes for the Mentor, curving an Accorder Paladin or Longtusk Cub into it seems reasonable. Sentinel is also a lot of words, and Electromancer seems like value that can also put some pressure on the opponent.
Krovod Haunch again, has a lot of words and I feel most of them are fairly costed. It allows you to switch gears, but only from tall to wide. It seems in line with how white decks tend to operate.
Leering Onlooker big toughness on a cheap flying body is good. Having value from the graveyard too is even better. And at instant-speed, no less!
Gearbane Orangutan the reach is what pushes this over the top, for me. Also being able to be big in a pinch is good.
Demand Answers I find this more interesting than Reckless Impulse, even though it might be worse.
Case of the Trampled Garden sort of like a 'fixed' Curse of Predation, which I still run. I do feel it is different enough because it also has an enters the battlefield effect.
Rubblebelt Maverick just does a bunch of things for a 1-drop. Is also another way for the Golgari decks to get a t2 fatty in the yard. Sorcery speed on the second ability is sad, but it's still nice to have. Especially with...
Insidious Roots seems very strong. Also part of a VERY wonky infinite combo with Kor Skyfisher, Lightning Greaves and Oketra's Monument. Seems hard to pull off, being 4 cards, but still.
Edit: I forgot to add Escape Tunnel, which I will run over Evolving Wilds.
I don't like the new white reanimation spell, I prefer to keep Recommission. A +1/+1 counter is more generally useful than a flying counter, and being able to recur an artifact is cool too.
I'm not sold on the modal hybrids, but running the whole cycle is a clean option. I'm not sure what I would classify them as. They definitely do seem fun and very versatile.
I also like Living Conundrum. We used to play Laboratory Maniac, which got cut because it was a weird card because it usually did one weird final turn, where either the opponent had enough removal or they didn't. This one seems a bit more interactive, as you can still race it. And it also functions as a defensive card before the library is empty, which is something Labman also didn't do, since you'd never play it until you could win.