Strong/Staples:

None.

Interest:

Scrounging Skyray (U): A card that I want to be really good, but that I think will play closer to Faerie Vandal (playable, but not super exciting). Both are consistently triggered by looters, but the specific card draw spells you play should indicate which will play better. If you get a single counter, it’s decent. Two, it’s great.

Stock Up (U): Holy power creep Divination! It feels bananas to say, but this is arguably better than Fact or Fiction and likely in the same tier as Brainsurge. If it ends up failing short it’ll be because of the Sorcery speed, but compare this to the Rare Drawn from Dreams and it’s not obviously worse.

Similar:

Diversion Unit (U): WotC has given us tons of 2/1 flyers for 2-mana in Blue over the last couple of years. I like this less than Plumecreed Escort or Zephyr Sentinel, but it’s likely playable.

Spikeshell Harrier (U): Similar to Psychic Pickpocket and I prefer Juvenile Mist Dragon to both even though it doesn’t actually bounce the creature.

Unique/Synergy:

Memory Guardian (U): Unless you can deploy 3 artifacts in the first two turns, Serendib Efreet is probably more consistent, but there is a high ceiling here.

Rangers’ Refueler (U): I’m assuming you have no other exhaust spells, but a 6-mana 4/4 that draws a card and can be paid in installments is a decent floor. Prior to exhaust-ing though, it’s really not worth a card.

Sabotage Specialist (U): I like this more than Genestealer Locus and (probably) Mindwhisker, but I also think Blue 4s are a pretty tight section.

No Interest:

Aether Syphon (U): The draw mode feels over-priced (versus something like Sunset Pyramid, which is already likely too slow) and the Max Speed option can be had easier with Teferi’s Tutelage.

Bounce Off (C): Functionally Unsummon, but Fading Hope or Vapor Snag are better upsides.

Caelorna, Coral Tyrant (U): Unless you’re supporting High Alert, this is mostly a Wall of Mist.

Flood the Engine (C): Probably better than Imprisoned in the Moon or Ichthyomorphosis, but still weak as pure removal.

Glitch Ghost Surveyor (C): Wind Drake isn’t playable and the upside here is quite minor.

Guidelight Optimizer (C): I’d prefer Oaken Siren (although it is slightly more limited in mana usage).

Howler’s Heavy (C): More of a combat trick that can be an under-statted creature than the opposite, but neither mode is great. I’d rather have Startle.

Hulldrifter (C): We have multiple 5-mana cards that draw 3 and have upside. I don’t think a 3/2 flying vehicle with Crew 3 is worth a card (it essentially just gives flying). So unless you expect to blink the artifact, this isn’t close to worth it.

Keen Buccaneer (C): A 2/3 vigilance for 3-mana isn’t exciting and the exhaust ability is a little bit of nice upside, but 5-mana for 3/4 worth of stats and a loot isn’t a strong package.

Midnight Mangler (C): This is functionally similar to the ubiquitous Moat Piranhas that can conditionally attack and the condition here isn’t great.

Nimble Thopterist (C): Much weaker than Whirler Rogue, though that says more about Rogue than Thopterist.

Roadside Blowout (U): I think I’d prefer Ephara’s Dispersal or Into the Roil for the instant speed.

Skystreak Engineer (C): I don’t want either a 1/3 flying for 2-mana or a 3/5 flying for 7-mana.

Slick Imitator (U): Too slow to get to an over-costed payoff.

Spectral Interference (C): Functionally Essence Scatter with artifact upside, but I think worse than Mana Leak et al.

Stall Out (C): I like Freeze in Place more.

Trade the Helm (U): Shrewd Negotiation with cycling, but I’d prefer Control Magic or Mind Control.

Transit Mage (U): I don’t think any of this cycle are particularly good, but there are very few oft-played 4- or 5-mana artifacts.

Trip Up (C): About the same as Vanish from Sight.