So which cards were better or worse than you thought in your pre-release?
Better than expected: Alabaster Kirin - 2/3 flyer for 4 is usually not that exciting, but the vigilance and ability to win morph combat is great in this environment. Alpine Grizzly - Surprisingly scary in a ferocious tempo deck.
Any 2 drops - You want to get ahead of the morph curve
Worse than expected: Throttle - Instant speed removal is never bad but I find I have so much stuff to do with my mana that 5 mana is alot.
Banners - I'm always happy to see my opponent play a banner on his turn 3 when he had a clear board.
Salt Road Patrol was a big overachiever for me. I did not expect that it would be such a good card, but it pairs so well with the outlast lords. With a dearth of fliers, he blocks very, very well in this set.
For similar reasons, Archers' Parapet also overperformed for me. Also blocks like a champ and the incidental lifeloss can help seal games.
Incremental Growth was still great, but not as bomby as it could possibly be. Sorcery-speed (which is obviously necessary to keep it from being totally bonkers) makes we hesitant to play it when the opponent has a lot of mana open and cards in hand. Still a great card, but there were times where I felt that I needed to put more creatures down on board instead of throwing down the growth, even when I had three creatures down.
Incremental Growth was still great, but not as bomby as it could possibly be. Sorcery-speed (which is obviously necessary to keep it from being totally bonkers) makes we hesitant to play it when the opponent has a lot of mana open and cards in hand. Still a great card, but there were times where I felt that I needed to put more creatures down on board instead of throwing down the growth, even when I had three creatures down.
I got blown out by that card more or less at the pre. I would play it without hesitation.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Salt Road Patrol was a big overachiever for me. I did not expect that it would be such a good card, but it pairs so well with the outlast lords. With a dearth of fliers, he blocks very, very well in this set.
I had him marked as an early Underrated candidate. He's boring, but he overachieves on the vanilla test. He's Rotted Hulk with a very relevant ability. Nobody liked Rotted Hulk either until they realized...hey, the guy just does work on defense. And that was without the upside of growing and maybe gaining abilities.
Incremental Growth is amazing. You have to play a bit differently to ensure that you have 3 creatures to target, but 6 points of hasty power spread across 3 creatures is awesome. When you have an Incremental Growth in hand and only 2 creatures out, any creature, even something as simple as embodiment of spring becomes a great top-deck.
I also found master the way to be really good. by the time I got the mana to cast it, I still had about 3-4 cards in hand, plus it is one of very few burn spells that can target a player, and can do those last few points of damage when needed.
become immense was another overperformer for me. It was my only delve card, so every time I cast it, i only payed G. A 1 mana lava axe that does an extra point of damage turns out to be very good. My best play was casting incremental growth and become immense on the same turn, and dealing exactly the 16 points of damage needed to kill my opponent the turn before he killed me.
Weave Fate was a huge let down for me. I rarely found myself feeling short on cards, as all my morphs needed 5+ mana to flip, I often did that instead of playing cards like weave fate. On that note, morphs in general were huge overperformers for me.
Most things where as expected, 2 drops are useless, unless they have lategame power (flying, deathtouch, outlast or can block fatties), carddraw is bad, since you have enough ways to use manas with morphs, everything with outlast is at least good.
Trails of Mystery was better than expected, I first was a little annoyed having it in the Clanpack, but then I found 8 good morphs, and the card was amazing.
Also Brave the Sands, a card, which would in most sets be crappiest crap, is quite good in a deck with outlast creatures (and fatties, but thats what every deck will have).
Also Wolly Loxodon, was better than thought. I mean normally this is just another random fatty, but here it is the fatty dominating other fatties.
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Better than Expected: Bloodfire Expert- In Jeskai. This is Jeskai's Alpine Grizzly, a creature that trades well or combines well with removal to get some real damage in. Jeskai doesn't have many better options for hitting hard early. Disdainful Stroke - it doesn't hit morphs, but it hits a lot of bombs. Probably not as good in Draft as Sealed. Mystic of the Hidden Way - Board stalls are common, and this guy ends them. Woolly Loxodon - Wins all morph combat.
Worse than expected: Bitter Revelation - This was in a Sultai deck. I felt like I had enough three mana options for filling up my graveyard, and it competes directly with Treasure Cruise, which I think is a much much better card. Rakshasa's Secret - Mind Rot is a lot worse in a set that is slow and people hold onto cards in their hands longer.
Sultai Scavenger was very, very good for me. In a world without much 3 power flying, the 3/3 is king. My favorite play was Scout the Borders into 4th land, exiling my entire yard to cast a turn 4 3/3 flier. Mhmmmmmm. Dirty.
I fully expected Salt Road Patrol to overperform. In addition to everything else people mentioned, it's more or less immune to red burn, which is saying something considering Bring Low doesn't even get rid of it.
Rakshasa's Secret - Mind Rot is a lot worse in a set that is slow and people hold onto cards in their hands longer.
How does that make it worse? Wouldn't that make it better, since it's more likely to not be a dead card. The worst part about mind rot is topdecking it when your opponent has no cards in hand.
Rakshasa's Secret - Mind Rot is a lot worse in a set that is slow and people hold onto cards in their hands longer.
How does that make it worse? Wouldn't that make it better, since it's more likely to not be a dead card. The worst part about mind rot is topdecking it when your opponent has no cards in hand.
Yeah, my impression is that it's perfect card for this format. Not only does because morph ties up a lot of your mana, which clogs your hand with spells, increasing the effectiveness of Mind Rot, in the late game there will be times when it's correct to play out your lands so that you can cast a morph face down rather than face up (it's not a huge difference, so you might play your 8th land instead of holding it in your hand, so your chances of knocking spells rather than lands out of your opponent's hand goes up.
Underperformed: Alpine Grizzly - I was playing an Abzan mid-range deck, and I don't think the grizzly had a place because it just traded with morphs with no additional value. In a tempo or aggressive deck, I'm sure this card is fine. 4 power for 3CMC can't be bad. Ainok Bond-Kin - The card wasn't dead, but first strike was a lot less relevant than I thought it might be, and since you don't want to attack/block with it, it just kind of sits there for a few turns.
Ainok Bond-Kin - The card wasn't dead, but first strike was a lot less relevant than I thought it might be, and since you don't want to attack/block with it, it just kind of sits there for a few turns.
That might be your problem with it. It's first and foremost a 2 drop. If it trades with a morph the next turn, I consider it had done its job. The outlast and first strike is just gravy for the late game. I was never unhappy to see it in my opening hand.
Salt Road Patrol gums up the ground like it's nobody's business. Reminds me of Rotted Hulk, for sure. The P/T is designed in a way that it gets through common red removal (Bring Low) while still dodging Smite the Monstrous (until you Outlast). Oftentimes I had this as a 3/6 that just stopped the board.
Even earlier than that, though: Archer's Parapet. In grindy Abzan mirror matches this card won me games because it just sits there and plays defense while pinging your opponent. It's (really slow) inevitability that shores you up, allowing you to hide behind walls and Outlast your guys.
Those two, plus Disowned Ancestor really help Abzan stall and come through late game with bigger stuff. Not to mention you can grow the Ancestor into a beatstick that will probably not die.
I did not like Jeskai Windscout at least in Sealed. It might be nuts in draft, though, where you can really make Prowess work and just tempo-cheap swing the opponent the death.
I think Jeskai Windscout isn't super great, because you can't threaten to trade 2 for 1 with morphs by leaving it back and holding up mana. Obviously its primary porpoise is to play offense, but every deck has is going to be on the back foot sometimes and in those situations it won't be so exciting.
Despise: Pretty great in the Sultai deck. Fills the graveyard, almost always has a good target, gives you the information upper hand in a format with lots of bluffing.
Dead Drop: Good against everything but Mardu tokens. One of Sultai's best ways of out-valueing opponents in the late game.
Rotting Mastodon: Absolutely impossible for any ground creature to profitably attack through in the set. I expect Salt Road Patrol fills a similar niche.
Monastery Flock/Dragon's Eye Savants: More high-toughness shenanigans. I've watched multiple removal spells get crushed by these, and they've been the basis of some interesting builds.
Worse than Expected:
Temur Charger: Morph ability is almost never worth the hassle, and 3/1s for 2 are poorly positioned. Reminds me of Oreskos Swiftclaw in M15: an objectively good card dragged down by an unfavorable format.
Hooting Mandrills: Not as impressive as it might seem at first glance. You can't cast this until turn 4 at the earliest, and turn 5 is more likely while interfering with more important delve spells for your game plan. A decidedly mid-level pickup.
I admit I haven't actually played with Temur Charger, but I don't see how a 3/1 for 2 can be poorly positioned in this format. It's got a crap ton of opportunities to trade up thanks to morph, and hardly any good removal that's cost effective to use on it.
If you were hoping to race with it, I think you misunderstood the format in general, but a 3/1 for 2 is still just fine in it.
The Naga Archer morph was very good... big butt still blocks morphs surprise knocking things out of the skies.
I love the Sultai Horror flying looter Morph I think it is key to a sultai deck working.
I to found archer's parapet to be good, particular combined with Sultai's flyiers.
Playing outlast outside of an Abzan deck didn't work as I had hoped it was just too slow and without the benefits of the lords. The 0/4 I guess is a nice wall but the rest of them you have to be playing the abzan deck to use them. I just needed blockers or my mana all the time.
Rakshasa's Secret - Mind Rot is a lot worse in a set that is slow and people hold onto cards in their hands longer.
How does that make it worse? Wouldn't that make it better, since it's more likely to not be a dead card. The worst part about mind rot is topdecking it when your opponent has no cards in hand.
Worst case scenario is they have nothing in hand, but it's also bad when they have a full grip, as it gives them options. Mind rot is only worth it's salt if it's forcing your opponent to dump bomby expensive things. In this format you're not getting that kind of value out of it.
I think Jeskai Windscout isn't super great, because you can't threaten to trade 2 for 1 with morphs by leaving it back and holding up mana. Obviously its primary porpoise is to play offense, but every deck has is going to be on the back foot sometimes and in those situations it won't be so exciting.
I played Jeskai at my shop and this dude was solid as hell. An early drop flier is huge for putting on pressure, and with 3-4 prowess triggers a game he really makes your clock unpredictable. If you're towing the defensive party line, he's not going to do anything for you, but there's more to this format than big butts and waiting for Abzan to outlast you. Jeskai has way more going for it than anyone would care to give it credit.
Over perform: Efreet Weapon Master: I thought this guy was gonna be good. It's a straight bomb and it's a damn common. Every card in the cycle seemed good, and the Abzan one seemed like the clear winner, but after my experiences I'd place the Efreet higher. It's exceptionally good on the defense as a 4 power first strike + an extra combat trick, and offense with a 4 power body + the ability to push 3 extra damage through.
Warden of the Eye: I was iffy on including him because 5 mana and 3 colors seemed like a serious investment for they payout. As it turns out, Jeskai has access to so much good removal at common alone that he's always got some amazing target. And beyond that his 3/3 body is incredibly relevant in this format.
Underperformed:
Jeering Instigator: Maybe it just has a bad matchup against Jeskai, but this seemed like a bad act of treason when it was played against me. (And act isn't too good to start with) It thought it was instant speed so you could go to value town with it, but now I'm just not sure I see the point. I guess it's always an option between a piker or a grey ogre, which is nice. Definitely in Jeskai I'd rather just play act because it's cheaper and triggers prowess.
Ainok Bond-Kin - The card wasn't dead, but first strike was a lot less relevant than I thought it might be, and since you don't want to attack/block with it, it just kind of sits there for a few turns.
That might be your problem with it. It's first and foremost a 2 drop. If it trades with a morph the next turn, I consider it had done its job. The outlast and first strike is just gravy for the late game. I was never unhappy to see it in my opening hand.
It may have just been a victim of its surroundings in this case. I had 2 Heir of the Wilds and 2 Seeker of the Way in my deck. As a straight two drop, it just didn't stack up. In a vacuum as a card that will happily trade with a morph it's probably fine, but it never really fit that role in my deck. That's one whole tournament of observation though.
I'd like to give a shout out to Disowned Ancestor. In a format that doesn't have many good turn 1 and 2 plays, but has a lot to do with 4+ mana, he can do a lot of the same work as Salt Road Patrol, but with the benefit of still being castable early on.
Ainok Bond-Kin - The card wasn't dead, but first strike was a lot less relevant than I thought it might be, and since you don't want to attack/block with it, it just kind of sits there for a few turns.
That might be your problem with it. It's first and foremost a 2 drop. If it trades with a morph the next turn, I consider it had done its job. The outlast and first strike is just gravy for the late game. I was never unhappy to see it in my opening hand.
It may have just been a victim of its surroundings in this case. I had 2 Heir of the Wilds and 2 Seeker of the Way in my deck. As a straight two drop, it just didn't stack up. In a vacuum as a card that will happily trade with a morph it's probably fine, but it never really fit that role in my deck. That's one whole tournament of observation though.
Yeah, I guess it doesn't seem that great if you have other quality 2 drops and don't have other outlast lords for extra synergy.
Underperformed: Become Immense - was never able to take advantage of delve when I wanted to, kind of win-more when I did cast it
Banners - I never had problems getting my mana with the duals and tris available; I never wanted to cast these and almost always boarded them out Rattleclaw Mystic - I tried flipping it for a blowout, but never got the draws--finally just started casting him as a 2-drop dork Sorin, Solemn Visitor - Awesome when I was ahead or even, worthless when I was behind
Of course, cards like Sagu Mauler and Rakshasa Deathdealer were very hard to play against, but they didn't really overperform; they did what I expected.
Temur Charger: Morph ability is almost never worth the hassle, and 3/1s for 2 are poorly positioned. Reminds me of Oreskos Swiftclaw in M15: an objectively good card dragged down by an unfavorable format.
I really had trouble getting value from Temur Charger as well. It could trade in combat, but never win. After spending 5 mana, you were better off with something that could survive a block for Abzan or something that could trigger ferocious with Temur. I wouldn't use this again unless I was going with a cheap creature rush strategy and I'd never try to morph it.
Brave the Sands pulled so much weight for me, that I feel obligated to put it on a pedestal. Same with Disowned Ancestor. A lot of Abzan-themed cards are just brutal and/or solid.
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Better than expected:
Alabaster Kirin - 2/3 flyer for 4 is usually not that exciting, but the vigilance and ability to win morph combat is great in this environment.
Alpine Grizzly - Surprisingly scary in a ferocious tempo deck.
Any 2 drops - You want to get ahead of the morph curve
Worse than expected:
Throttle - Instant speed removal is never bad but I find I have so much stuff to do with my mana that 5 mana is alot.
Banners - I'm always happy to see my opponent play a banner on his turn 3 when he had a clear board.
For similar reasons, Archers' Parapet also overperformed for me. Also blocks like a champ and the incidental lifeloss can help seal games.
Incremental Growth was still great, but not as bomby as it could possibly be. Sorcery-speed (which is obviously necessary to keep it from being totally bonkers) makes we hesitant to play it when the opponent has a lot of mana open and cards in hand. Still a great card, but there were times where I felt that I needed to put more creatures down on board instead of throwing down the growth, even when I had three creatures down.
I got blown out by that card more or less at the pre. I would play it without hesitation.
I had him marked as an early Underrated candidate. He's boring, but he overachieves on the vanilla test. He's Rotted Hulk with a very relevant ability. Nobody liked Rotted Hulk either until they realized...hey, the guy just does work on defense. And that was without the upside of growing and maybe gaining abilities.
I also found master the way to be really good. by the time I got the mana to cast it, I still had about 3-4 cards in hand, plus it is one of very few burn spells that can target a player, and can do those last few points of damage when needed.
savage punch definitely over-performed.
become immense was another overperformer for me. It was my only delve card, so every time I cast it, i only payed G. A 1 mana lava axe that does an extra point of damage turns out to be very good. My best play was casting incremental growth and become immense on the same turn, and dealing exactly the 16 points of damage needed to kill my opponent the turn before he killed me.
Weave Fate was a huge let down for me. I rarely found myself feeling short on cards, as all my morphs needed 5+ mana to flip, I often did that instead of playing cards like weave fate. On that note, morphs in general were huge overperformers for me.
Trails of Mystery was better than expected, I first was a little annoyed having it in the Clanpack, but then I found 8 good morphs, and the card was amazing.
Also Brave the Sands, a card, which would in most sets be crappiest crap, is quite good in a deck with outlast creatures (and fatties, but thats what every deck will have).
Also Wolly Loxodon, was better than thought. I mean normally this is just another random fatty, but here it is the fatty dominating other fatties.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Bloodfire Expert- In Jeskai. This is Jeskai's Alpine Grizzly, a creature that trades well or combines well with removal to get some real damage in. Jeskai doesn't have many better options for hitting hard early.
Disdainful Stroke - it doesn't hit morphs, but it hits a lot of bombs. Probably not as good in Draft as Sealed.
Mystic of the Hidden Way - Board stalls are common, and this guy ends them.
Woolly Loxodon - Wins all morph combat.
Worse than expected:
Bitter Revelation - This was in a Sultai deck. I felt like I had enough three mana options for filling up my graveyard, and it competes directly with Treasure Cruise, which I think is a much much better card.
Rakshasa's Secret - Mind Rot is a lot worse in a set that is slow and people hold onto cards in their hands longer.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
How does that make it worse? Wouldn't that make it better, since it's more likely to not be a dead card. The worst part about mind rot is topdecking it when your opponent has no cards in hand.
Yeah, my impression is that it's perfect card for this format. Not only does because morph ties up a lot of your mana, which clogs your hand with spells, increasing the effectiveness of Mind Rot, in the late game there will be times when it's correct to play out your lands so that you can cast a morph face down rather than face up (it's not a huge difference, so you might play your 8th land instead of holding it in your hand, so your chances of knocking spells rather than lands out of your opponent's hand goes up.
Outperformed:
Incremental Growth - Better with Outlast Lords
Become Immense - Pretty much never dead if you're going even a little wide.
Heir of the Wilds - Huge tempo advantage on the play, trades with morphs on the draw.
Mardu Hordechief - 2/3 for 3 = the nuts against morph.
Feat of Resistance - News flash: Blowout card wins games with all kinds of 2 for 1's. Bonus: It kills Singing Bell Strike.
Underperformed:
Alpine Grizzly - I was playing an Abzan mid-range deck, and I don't think the grizzly had a place because it just traded with morphs with no additional value. In a tempo or aggressive deck, I'm sure this card is fine. 4 power for 3CMC can't be bad.
Ainok Bond-Kin - The card wasn't dead, but first strike was a lot less relevant than I thought it might be, and since you don't want to attack/block with it, it just kind of sits there for a few turns.
That might be your problem with it. It's first and foremost a 2 drop. If it trades with a morph the next turn, I consider it had done its job. The outlast and first strike is just gravy for the late game. I was never unhappy to see it in my opening hand.
Even earlier than that, though: Archer's Parapet. In grindy Abzan mirror matches this card won me games because it just sits there and plays defense while pinging your opponent. It's (really slow) inevitability that shores you up, allowing you to hide behind walls and Outlast your guys.
Those two, plus Disowned Ancestor really help Abzan stall and come through late game with bigger stuff. Not to mention you can grow the Ancestor into a beatstick that will probably not die.
I did not like Jeskai Windscout at least in Sealed. It might be nuts in draft, though, where you can really make Prowess work and just tempo-cheap swing the opponent the death.
Despise: Pretty great in the Sultai deck. Fills the graveyard, almost always has a good target, gives you the information upper hand in a format with lots of bluffing.
Dead Drop: Good against everything but Mardu tokens. One of Sultai's best ways of out-valueing opponents in the late game.
Rotting Mastodon: Absolutely impossible for any ground creature to profitably attack through in the set. I expect Salt Road Patrol fills a similar niche.
Monastery Flock/Dragon's Eye Savants: More high-toughness shenanigans. I've watched multiple removal spells get crushed by these, and they've been the basis of some interesting builds.
Worse than Expected:
Temur Charger: Morph ability is almost never worth the hassle, and 3/1s for 2 are poorly positioned. Reminds me of Oreskos Swiftclaw in M15: an objectively good card dragged down by an unfavorable format.
Hooting Mandrills: Not as impressive as it might seem at first glance. You can't cast this until turn 4 at the earliest, and turn 5 is more likely while interfering with more important delve spells for your game plan. A decidedly mid-level pickup.
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If you were hoping to race with it, I think you misunderstood the format in general, but a 3/1 for 2 is still just fine in it.
The Naga Archer morph was very good... big butt still blocks morphs surprise knocking things out of the skies.
I love the Sultai Horror flying looter Morph I think it is key to a sultai deck working.
I to found archer's parapet to be good, particular combined with Sultai's flyiers.
Playing outlast outside of an Abzan deck didn't work as I had hoped it was just too slow and without the benefits of the lords. The 0/4 I guess is a nice wall but the rest of them you have to be playing the abzan deck to use them. I just needed blockers or my mana all the time.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Worst case scenario is they have nothing in hand, but it's also bad when they have a full grip, as it gives them options. Mind rot is only worth it's salt if it's forcing your opponent to dump bomby expensive things. In this format you're not getting that kind of value out of it.
I played Jeskai at my shop and this dude was solid as hell. An early drop flier is huge for putting on pressure, and with 3-4 prowess triggers a game he really makes your clock unpredictable. If you're towing the defensive party line, he's not going to do anything for you, but there's more to this format than big butts and waiting for Abzan to outlast you. Jeskai has way more going for it than anyone would care to give it credit.
Over perform:
Efreet Weapon Master: I thought this guy was gonna be good. It's a straight bomb and it's a damn common. Every card in the cycle seemed good, and the Abzan one seemed like the clear winner, but after my experiences I'd place the Efreet higher. It's exceptionally good on the defense as a 4 power first strike + an extra combat trick, and offense with a 4 power body + the ability to push 3 extra damage through.
Warden of the Eye: I was iffy on including him because 5 mana and 3 colors seemed like a serious investment for they payout. As it turns out, Jeskai has access to so much good removal at common alone that he's always got some amazing target. And beyond that his 3/3 body is incredibly relevant in this format.
Underperformed:
Jeering Instigator: Maybe it just has a bad matchup against Jeskai, but this seemed like a bad act of treason when it was played against me. (And act isn't too good to start with) It thought it was instant speed so you could go to value town with it, but now I'm just not sure I see the point. I guess it's always an option between a piker or a grey ogre, which is nice. Definitely in Jeskai I'd rather just play act because it's cheaper and triggers prowess.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
It may have just been a victim of its surroundings in this case. I had 2 Heir of the Wilds and 2 Seeker of the Way in my deck. As a straight two drop, it just didn't stack up. In a vacuum as a card that will happily trade with a morph it's probably fine, but it never really fit that role in my deck. That's one whole tournament of observation though.
Yeah, I guess it doesn't seem that great if you have other quality 2 drops and don't have other outlast lords for extra synergy.
Overperformed:
Debilitating Injury - actually killed relevant creatures
Howl of the Horde - I didn't play it, but it blew me out by tripling a removal spell against me
Abzan Guide - had 3 of these powerhouses
Snowhorn Rider - very good to flip when attacking
Rotting Mastadon - pretty good with Kin-Tree Invocation
Savage Punch - I would put 40 of these in my deck if I could!
Abzan Battle Priest - this was fantastic with Brave the Sands
Underperformed:
Become Immense - was never able to take advantage of delve when I wanted to, kind of win-more when I did cast it
Banners - I never had problems getting my mana with the duals and tris available; I never wanted to cast these and almost always boarded them out
Rattleclaw Mystic - I tried flipping it for a blowout, but never got the draws--finally just started casting him as a 2-drop dork
Sorin, Solemn Visitor - Awesome when I was ahead or even, worthless when I was behind
Of course, cards like Sagu Mauler and Rakshasa Deathdealer were very hard to play against, but they didn't really overperform; they did what I expected.
I really had trouble getting value from Temur Charger as well. It could trade in combat, but never win. After spending 5 mana, you were better off with something that could survive a block for Abzan or something that could trigger ferocious with Temur. I wouldn't use this again unless I was going with a cheap creature rush strategy and I'd never try to morph it.