Its just flat out efficient and flexible, with a free creature attached to it.
In black/red decks you can rebuy it even with Kolaghan's Command and the like, which is already a backbreaking curve of removal, even more so if you get it all back with a Snapcaster Mage or do similar nonsense.
----
Irencrag Pyromancer with lots of cantrip and cycling, and all the blue cheap draw lots of cards stuff, this is shooting 3 damage around every turn, in your and the opponents.
That wins fairly quick, especially in a Living End deck, that has lots of cycling creatures anyway.
----
Once Upon a Time , any deck that just wants to tutor for specific creature quickly, this might just be what you need.
Getting the first for free gives you 11 cards to look at, snatching your combo piece to win.
Does nothing else, but if your combo deck wants this kind of spell, this does it.
----
Wildborn Preserver actually a obscene creature in itself, as it "combos" with any other undercosted creature.
Also works well with fetchland on Dryad Arbor to get a free creature, pay 2+ mana to pump this guy to 4/4 and go to town.
They have to kill it, or it wins reasonable quickly.
Having flash on its own is a big seller, as you can play this in a deck with counterspells and just wait till they untap for something big, like a planeswalker, then play this and eat whatever they did.
In standard the UG flash deck is just building itself.
Could be a thing in older formats too.
----
Faeburrow Elder , being a 2/2 on its own to tap for 2 is already ramping in 6+ fairly quickly ; which will usually just win the game right away.
If you can untap this with some cheaper mana over and over, its infinite mana right there.
This card will either be just plain good, or combo win on the spot ; neither is healthy for a format.
----
Stonecoil Serpent , the kind of card that is flat out efficient, and being a 0 mana artifact can on its own be a means to combo.
Hardened Scales and friends can scoop this up.
Against opponents with lots of multicolor cards this delivers quite a lot.
Maybe the Mystic Forge storm deck can take off with the amount of 0 mana artifacts it has already, gimp on lands and you play your entire decks with the Forge immediately.
----
All the rare lands are EDH commander goodness.
Grab them, hold them, they are guaranteed to get more expensive, as they have no real drawback in commander.
From the common lands Mystic Sanctuary is the big offender.
Get it, especially foil.
It combos so easily with Time Warp effects and getting it back over and over for infinite turns isnt "that" complicated.
Even works as a pseudo lock with Cryptic Command, bounce your land, replay it every turn, get the command back and repeat.
This either means, you counter whatever they do over and over, or you tap all their creatures over and over ; whatever you do, it simply wins the game and you get all that for a fetchable Island that will produce value with all your spells.
Its simply never a fair card if you put it in a constructed deck and works with dual lands, so you dont need to play mono-blue either.
Its probably even good to have for a storm deck, as a 1-of to fetch for simply to get your one spell back for the winning turn.
----
The planeswalkers seem to be just "ok" for standard.
They dont really look like cards you want anywhere else ; they are even just "meh" in EDH , as they dont really produce value before they are killed.
Having a lot of loyality for the 3 mana walkers at least helps to not be dead instantly, but its still not too amazing what they do.
Might be enough to get the Phoenix back on rolling in modern, also possible inclusions for Dredge anyway.
----
Almost all these cards are "possible" combo cards in some way or another.
They are not flat-out crazy on their own, but they might slot in some decks or produce changes in decks to get them to their full potential.
All of these cards are worth buying into when they are really cheap (1 buck and under) , get the foils of the commons if they are almost free to get ; and if any of these sees play, the value will sky rocket fairly quickly so you can either unload, or got your cards cheap.
If they tank and do nothing, you lost not much money anyway, so theres no really a loss at all.
It kills planeswalkers quite effective.
Being 1 toughness is a big downer due to Wren&Six.
----
Emry, Lurker of the Loch, chances are this will get banned in modern, as this is just way too easy to play turn-1 and then combo off turn 2.
Even if it doesnt combo, you still get to play it for value.
This card just flat out makes Mox Opal even more degenerate as it already is.
Any Affinity deck wants to play this , Urza decks want to play it, lots of Vintage decks slam it for free too.
Its the kind of card you have to wonder what they where thinking and who actually play tested this card at all.
----
Bonecrusher Giant in almost any burn deck this will be welcome.
Its just flat out efficient and flexible, with a free creature attached to it.
In black/red decks you can rebuy it even with Kolaghan's Command and the like, which is already a backbreaking curve of removal, even more so if you get it all back with a Snapcaster Mage or do similar nonsense.
----
Irencrag Pyromancer with lots of cantrip and cycling, and all the blue cheap draw lots of cards stuff, this is shooting 3 damage around every turn, in your and the opponents.
That wins fairly quick, especially in a Living End deck, that has lots of cycling creatures anyway.
----
Once Upon a Time , any deck that just wants to tutor for specific creature quickly, this might just be what you need.
Getting the first for free gives you 11 cards to look at, snatching your combo piece to win.
Does nothing else, but if your combo deck wants this kind of spell, this does it.
----
Wildborn Preserver actually a obscene creature in itself, as it "combos" with any other undercosted creature.
Also works well with fetchland on Dryad Arbor to get a free creature, pay 2+ mana to pump this guy to 4/4 and go to town.
They have to kill it, or it wins reasonable quickly.
Having flash on its own is a big seller, as you can play this in a deck with counterspells and just wait till they untap for something big, like a planeswalker, then play this and eat whatever they did.
In standard the UG flash deck is just building itself.
Could be a thing in older formats too.
----
Faeburrow Elder , being a 2/2 on its own to tap for 2 is already ramping in 6+ fairly quickly ; which will usually just win the game right away.
If you can untap this with some cheaper mana over and over, its infinite mana right there.
This card will either be just plain good, or combo win on the spot ; neither is healthy for a format.
----
Stonecoil Serpent , the kind of card that is flat out efficient, and being a 0 mana artifact can on its own be a means to combo.
Hardened Scales and friends can scoop this up.
Against opponents with lots of multicolor cards this delivers quite a lot.
Maybe the Mystic Forge storm deck can take off with the amount of 0 mana artifacts it has already, gimp on lands and you play your entire decks with the Forge immediately.
----
All the rare lands are EDH commander goodness.
Grab them, hold them, they are guaranteed to get more expensive, as they have no real drawback in commander.
From the common lands Mystic Sanctuary is the big offender.
Get it, especially foil.
It combos so easily with Time Warp effects and getting it back over and over for infinite turns isnt "that" complicated.
Even works as a pseudo lock with Cryptic Command, bounce your land, replay it every turn, get the command back and repeat.
This either means, you counter whatever they do over and over, or you tap all their creatures over and over ; whatever you do, it simply wins the game and you get all that for a fetchable Island that will produce value with all your spells.
Its simply never a fair card if you put it in a constructed deck and works with dual lands, so you dont need to play mono-blue either.
Its probably even good to have for a storm deck, as a 1-of to fetch for simply to get your one spell back for the winning turn.
----
The planeswalkers seem to be just "ok" for standard.
They dont really look like cards you want anywhere else ; they are even just "meh" in EDH , as they dont really produce value before they are killed.
Having a lot of loyality for the 3 mana walkers at least helps to not be dead instantly, but its still not too amazing what they do.
----
Thrill of Possibility and Merchant of the Vale, both discard and draw cards ; so everyone in the market for that kind of effect can snatch these up and get value.
Might be enough to get the Phoenix back on rolling in modern, also possible inclusions for Dredge anyway.
----
Almost all these cards are "possible" combo cards in some way or another.
They are not flat-out crazy on their own, but they might slot in some decks or produce changes in decks to get them to their full potential.
All of these cards are worth buying into when they are really cheap (1 buck and under) , get the foils of the commons if they are almost free to get ; and if any of these sees play, the value will sky rocket fairly quickly so you can either unload, or got your cards cheap.
If they tank and do nothing, you lost not much money anyway, so theres no really a loss at all.
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