There are some seriously strong two mana cards in Rivals of Ixalan. There are also a number of playable cards that will not make this list, but will be seen in plenty of decks. Two that spring to mind immediately is
Legion Lieutenant and
Merfolk Mistbinder. Both of these cards will be key catalysts to their respective tribes and will often be a four of in those decks. These would both make the best card list if they were not creature specific.
WhiteSo many playable cards in White; not so many best cards.
Cleansing Ray is over priced as enchantment removal, but it kills vampires too. The right meta you may find this card in sideboards.
Paladin of Atonement is another that is quite iffy on its own, but as an inexpensive vampire with a huge potential upside it will be found in the tribal deck. Then there is
Sphinx's Decree. This has got to be an EDH card because the situation where I am glad to see this card on my draw step would be when I know they have their second
Approach of the Second Sun, and will have the mana next turn to win. If I can cast
Sphinx's Decree and survive one more turn I can kill them on my next turn..... Merry Christmas!
*Baffling End – Originally this card did not make this list. In my final review, I did decide to add it with an asterisk. This is cheap but restricted creature removal, as it can only target a creature costing three or less (and just about every token creature) that your opponent controls. The down side of this card is really not nice, as it provides them with a 3/3 dinosaur token with trample when it leaves the battlefield. That includes bouncing target permanent, so an opponent could potentially get multiple dinos from that. I just want to point out that this is an enchantment, not an aura, so even if a token creature target is permanently removed by
Baffling End, the enchantment stays until removed. I am not convinced that I like this card personally, but by the numbers this can be really strong currently. Not a lot of people have enchantment removal readily available in their 75.
Martyr of Dusk – Here we have a 2/1 Vampire for 1W, that replaces itself with a 1/1 Vampire token creature with
Lifelink. That is double the fun all for 2 mana.
Martyr of Dusk would only be on the cusp of this list, but that
Lifelink ability on the token makes the replacement vampire as annoying as the original was. Then when you consider this card in a Vampire Tribal deck and you can expect that token to be a 2/2 or a 3/3 with
lifelink. Ouch!
BlueThere are a number of very playable cards that Blue brings to the table at a two mana cost. There are your staples such as
Negate, and
Expel from Orazca, which is your bounce with a twist card. It does have Ascend and become a
Time Ebb for permanents instead of a
Disperse. There is also a slew of good creature support for Pirates and Merfolk,
Silvergill Adept being of particular note. It was originally printed in the Lorwyn set and has been a Merfolk tribal staple ever since. It is awesome that it has returned to standard. It is a 2/1 Merfolk Wizard for 4U that draws a card when it comes into play. If you have other merfolk in your hand it only costs 1U. This is not really splashable, and so does not get a nod for one the best cards.
Timestream Navigator is another crazy potentially amazing card, but certainly nothing that will be helpful in the early game as the ability to pay 2UU, tap, and put the
Timestream Navigator on the bottom of your library to get an extra turn only happens when you have the city's
blessing.
Warkite Marauder – Here is the blue creature to make the best card list; 2/1 Flying
Human Pirate for 1U. The cool trick this card can do is cast
Turn To Frog (almost) on one of the defenders creatures every time it attacks. This not only helps keep the
Warkite Marauder alive and doing damage, but you now have an
opportunity to destroy a creature that may have been out of reach before they became a Louisiana delicacy.
BlackWhere to begin.
Dusk Legion Zealot is going to be in many decks. It is a 1/1 Vampire for 1B that gets you a card, and loses you a life when it enters the battlefield, which is extremely useful, but not over the top.
Oathsworn Vampire will also see a lot of play as it is splashable, and can come back from the graveyard on turns where you gained life. If it didn't come into play tapped, this would be on the best list. Lastly,
Dead Man's Chest is a unique card that I originally was going to asterisk, but it is too situational to really count. You enchant and opponent's creature and when it dies you get to
exile a number of cards equal to that creatures power from your library. You now have the privilege of casting any non-land cards from that stack and treat your mana as the colors needed to do so. Pirates are tricky like that. I pulled this from the list because in the long run that is not an early game effect if you want best results. I sooooo want to put this on
Longtusk Cub.
Moment of Craving – A Black instant for 1B that gives a target creature -2/-2 until end of turn and nets you 2 life. In the early game, this will kill most creatures on the board straight up. Not quite
Walk the Plank, but still a great card.
Dire Fleet Poisoner – A 2/2 Deathtouch with
Flash for 1B is already on the best list. If you happen to have any attacking pirates when
Dire Fleet Poisoner is flashed in, one of them will get +1/+1 and Deathtouch as well! This is a bomb, and should supplant something on the top 5 list.
RedThere is a lot of cards to talk about in Red at the two mana cost point, most of them the usual tribal staples and boosters that we find in Rivals of Ixalan.
Buccaneer's Bravado is just an ok card, unless you are playing pirates, which makes this card very strong. +1/+1 and double strike on one of the pirates numerous evasion or unblockable creatures could be a game changer.
Storm Fleet Swashbuckler is an average card unless you have the cities
blessing, in which case it gets double strike as well.
Sun-Collared Raptor has a built in pump to go with its under powered body and trample ability. This card is very playable as a 4/2 trampler for a 2R pump and 7/2 with a double pump.
Path of Mettle is too situational to be on this list of best cards, but you can build around this card and make it easy to flip. Partner this with
Relentless Raptor and one other qualifying creature or
enrage creature and you now have
Metzali, Tower of Triumph, and a potential game winning battlefield for your R/W deck.
Tilonali's Summoner has a very good chance of having a deck built around it, as it can do powerful things. Even without having the city's
blessing, paying xR to generate
X tapped and attacking
Elemental 1/1 tokens that go away at the end step has potential to swing games. This is not going to be an early game impact card, which is why it is not on the list, but once the right cards are found to keep
Tilonalli's Summoner alive when attacking this is going to played. It may not end up in tiered decks, as those types of combo setups can lead to inconsistent results, but I expect this card will be brewed like Starbucks Coffee.
*Tilonalli's Crown – An enchantment costing 1R that provides +3/0 and trample. You can sign me up for that. There is a down side in that the creature being enchanted will take a point of damage when
Tilonalli's Crown enters the battlefield. That is what puts an asterisk on this card, but considering the ability
enrage, that point of damage just makes it even better!
Dire Fleet Daredevil –
Human Pirate with 2/1 stats for 1R that has first strike. That is worth the cost and very playable. Then DFD goes all blue, and exiles a target instant or sorcery from your opponent's graveyard, and lets you play it this turn, with color of mana being no object.
WHAT? That means,
Dire Fleet Daredevil is the new
Snapcaster Mage. This is not as reliable, nor does it have instant speed but that is still so good!!
GreenThere is a collection of playable cards in the two mana slot for Green. There is a combat trick in
Aggressive Urge, and other reprinted staples for your deck and sideboard in
Naturalize and
Plummet. Thunderhead Migration is a dinosaur flavored version of
Rampant Growth which used to be a staple. There are also a number of solid role players for Merfolk and Dinosaur decks.
*Siegehorn Ceratops – 2/2 for GW is a slightly over costed bear with two different colors of mana.
Enrage the siegehorn, and it grows by 2. This is similar behavior to
Longtusk Cub, but the cost is quite different. Just using this creature can cause it to grow, but there are so many other ways to trigger its growth and nearly any point in the game. This will be a favorite target for combat tricks, from both sides of the battlefield.