I'm planning on organizing my endless stacks of commons and uncommons and was writing down certain cards to remember to separate from the others because of the value/usefulness and figured I might as well copy paste it in here for anybody who is new to magic and might want to know what commons and uncommons they might want to look out for.
I only did more recent stuff though as I ran out of patience lol
ZENDIKAR
Commons
Journey To Nowhere : Being able to exile a creature for two is good as is, but add to it that you can exile emrakul with it and its a must have in type 2.
Spell Pierce : counter for one blue? yes please. It only counters a non creature spell but still, great value.
Spreading Seas : Some argue this is the best common in the last two blocks. Nice dual land you got there, lets make it a useless island and ill draw a card.
Burst Lightning : Decent burn spell, 2 damage for one, and can be kicked for more. Burn always gets play unless it really sucks.
Into the Roil : Being able to bounce a permanent is always nice, as is the ability to draw a card with the kicker
Khalni Heart Expedition : Land acceleration is always good, this one is seeing a decent amount of play
Vines of Vastwood : first turn drop a creature, second turn use vines to attack for 5 fucking damage.
Adventuring Gear
Cancel
Disfigure
Expedition Map
Goblin Bushwhacker
Grim Discovery
Gruul Draz Vampire
Harrow
Kabira Crossroads
Kor Outfitter
Kor Sanctifiers
Kor Skyfisher
Nissas Chosen
Ondu Cleric
Plated Geopede
Steppe Lynx
Vampire Lacerator
Zektar Shrine Expedition
Uncommons
Gatekeeper of Malakir : 3 black gets you a 2/2 that always forces your opponent to sac a creature. Amazing value, should be in almost every single mono black deck.
Hedron Crab : mill decks dont get much love but this should be a strong contender in any mill deck. Drop it on turn one and let it help you mill, or use it as a chump blocker while you cast up those glimpse the unthinkables.
Vampire Hexmage : Thats a nice planeswalker, im gonna just go ahead and kill it now for two mana. Or maybe ill drop a dark depths and get myself a 20/20 flying on turn two (or one with a dark ritual.)
Vampire Nighthawk : 2/3 flying deathtouch lifelink for three mana...a rare right? No? WTF.
WORLDWAKE
Commons
Explore : Extra land drop plus card draw
Natures Claim : I never like giving an opponent life...but being able to destroy an artifact or enchantment for one green is a good value.
Arbor Elf
Bojuka Bog
Dispel
Groundswell
Halimar Depths
Halimar Excavator
Join the Ranks
Khalni Garden
Pilgrims eye
Rest for the Weary
Searing Blaze
Sejiri Steppe
Uncommons
Everflowing Chalice : Being an artifact is great considering the current block. Being a zero drop even better. But also being able to be used as a mana accelerator? Great card.
Loam Lion : Falling out of popularity but still a good card in green/white decks. Easy to have a 2/3 by turn two.
ELDRAZI
Common
Deprive : Counter for 2 is great, having to bounce a land card not so much, but it can work well for combos.
Evolving Wilds : Essential in any deck with 3 or more mana.
Kiln Fiend : Turn 2 drop him out, turn 3 cast three instants, including the one that gives him double strike. Hit for 20 damage.
Ancient Stirrings
Aura Gnarlid
Brood Birthing
Flame Slash
Growth Spasm
Hand of Emrakul
Lone Missionary
Naturalize
Nest Invader
Overgrown Battlement
Prophetic Prism
Sea Gate Oracle
See Beyond
Souls Attendent
Spawning Breath
Staggershock
Uncommons
Inquisition of Kozilek : Turn 1 discard is always great. You can completely trip up someones gameplan by plucking a stoneforge mystic, sword, squadron hawk, or a counterspell etc... out of their hand.
Joraga Treespeaker : Mana acceleration decks love this guy. The deck I use him in, if I have him in my opening hand I drop him turn one, level him up turn two, and then use him to drop an elf or two. Turn three use six mana for a summoning trap, drop emrakul or another big ugly, and there you go
Wall of Omens : I see a lot of argument about this guy. 0/4 blocker is decent, being able to draw a card off it is great. But some people seem to think its not enough.
SCARS
Grasp of Darkness : Two mana for a kill in a most cases, great value. Plus can kill indestructible creatures.
Perilous Myr : Go ahead block my little 1/1, that way I can ping you for two or kill one of your creatures. This guy is a must have in drafting.
Tumble Magnet : I have seen this card win games in drafts.
Copperhorn Scout
Galvanic Blast
Glimmerpost
Glint Hawk
Ichorclaw Myr
Kuldotha Rebirth
Nihil Spellbomb
Plague Stinger
Revoke Existance
Steady Progress
Stoic Rebuttal
Uncommons
Arc Trail : Versatile burn, pop two small creatures or give your opponent some as well.
Memnite : 1/1 for 0? Uh, yes ill take it.
Myr Galvanizer : Key to infinite mana combo, but useful as hell in many situations
BESIEGED
Common
Ardent Recruit
Divine Offering
Flensermite
Fuel for the Cause
Masters Call
Myr Sire
Phryesis
Rot Wolf
Shriekhorn
Steel Sabatoge
Viridian Emissary
Virulant Wound
Uncommon
Go for the Throat
Goblin Wardriver
Sphere of the Sun
Signal Pest
SHARDS OF ALARA
Common
Blightning : Ive seen opponents gets visibly angry after being hit with one of these.
Oblivion Ring : With all the stuff that can bounce creatures and permanents back from the graveyard, being able to exile a permanent is a great ability.
Relic of Progenitus : Graveyard removal is good, but there are other cards that do it better. They key to this one is the ability to remove all graveyards from the game, great for multiplayer.
Uncommon
Rhox War Monk : 3/4 for 3 mana with lifelink is a great value. Offset slightly by it being three different mana types.
Sprouting Thrinax : Again, 3 mana is a good value for this card even if its three different mana. The ability for it to becomes 3 1/1s makes it a good early game creature, making killing it not as attractive for your opponent.
CONFLUX
Uncommon
Countersquall : counter is good, opponent losing 2 life is a bonus
Hellspark Elemental : A staple in many decks, its a mini ball lightning that can come back from the dead.
Path to Exile : extremely cheap exile ability. Its drawback (opponent gets a land card) is only really bad again certain decks. And you can always use it on your own creature if you desperately need a land.
Volcanic Fallout : anything that cant be countered is great. And knowing you can ace all your opponents little creatures without worrying about them pulling a counter out of their ass is wonderful.
ALARA REBORN
Commons
Terminate : Fantastic creature kill, as it can ill both black creatures and artifacts, and they cant be regenerated.
Uncommon
Bloodbraid Elf : Some have argued this is one of the best uncommons ever printed. A 3/2 with haste is decent, but the cascade ability pushes it over the edge.
Mind Funeral : Good mill cards are rare, and appreciated. This one can devastate certain legacy decks.
Wall of Denial : Walls are one of lesser appreciated creatures in Magic, but as far as walls go, very few can match up to this one. 0/8, defender, flying, and shroud for 3?
Thopter Foundry : used with sword of the meek for a pretty decent combo.
TIME SPIRAL
Commons
Empty The Warrens : The storm ability gives this one potential to flood the battlefield
Gemhide Sliver : Only noobs play sliver, but as it stands this one is a must have in any sliver deck.
Rift Bolt : 3 damage for 3? shitty. Three damage for one with a one turn delay? Much better. Still not great though, just good.
Uncommons
Dread Return : bouncing creatures from the graveyard directly to play is always good and a key for many nasty combos. This one is a little expensive however it does allow you to get it back, albeit for a hefty price.
Harmonic Sliver : another must have for sliver decks
Krosan Grip : Split second is one of the very best abilities in recent magic imo. This card would be vastly overpriced without it but as it stands, it is fantastic, especially against any deck stocked with counters.
Paradox Haze : Potential is amazing, but finding that potential is the issue.
Smallpox : In the right deck this is a very nasty card to drop on turn 2
PLANAR CHAOS
Common
Dash Hopes : A black colored counter is very rare, which is why despite its steep cost, this one sees play.
Essence Warden : Finally this ability is where it belongs, with a color that can pump out mass creatures.
Simian Spirit Guide : Used in a few red decks to draw up a ton of mana turn one in order to drop something nasty.
Uncommon
Big Game Hunter : Creature kill is always good, this one sees play in a lot of black EDH decks.
Blood Knight : A nice compliment to the White and Black knights. Wish they would have given him pro blue though.
Harmonize : Draw 3 cards is a great ability, and add in the casting cost and this is a great card.
Rebuff the Wicked : A white counterspell? Fuck yes.
FUTURE SIGHT
Commons
Virulent Sliver : With infect being big now, this has some use, not amazing, but has potential
Thornweald Archer : Reach + Deathtouch for 2 is a great value.
Uncommons
Dryad Arbor : An interesting card. A 1/1 for free is always nice, although it replaces your land drop for the turn. Can still make green mana though which is useful.
Narcomoeba : Another card that can excellent in the right deck with the right combo.
Snake Cult Initiation : Another card that has become useful with infect
Spin Into Myth : I have used this card to completely fuck over someones EDH deck.
Street Wraith : Being able to draw a card first turn is nice, even if it costs you two life
Sword of the Meek : used with the aforementioned Thopter Foundry
Tolaria West : Can be used to search out other lands or 0 drop cards. I use one in an EDH deck to look for spellbook.
Utopia Mycon : Another card that is so so in most situations but with the right deck can be very useful.
LORWYN
Commons
Mulldrifter : Card draw is always appreciated
Ponder : One of the very best commons ever printed in my opinion. Draw a card for one is good enough, but being able to chose which of the top three to draw, awesome.
Spellstutter Sprint : A cheap counter when played in a faerie deck, and you get a creature too
Uncommon
Burrenton Forge-Tender : Will make an opponent playing a mono red deck very miserable
Cloudgoat Ranger : Token creation is always usefull
Crib Swap : Seen it used in certain combos to great affect
Elvish Harbinger : Used in quite a few elf decks
Elvish Promenade : seen this card make things very very ugly
Imperious Perfect : another nasty elf card, one of the very best in fact
Jagged Scar Archer : Yet another great elf card
Knight of Meadowgrain : One of the best knights ever made, 2/2 lifelink first strike for 2.
Merrow Reejerey : A key card in any fish (merfolk) deck.
Shriekmaw : A nice card in that it can kill a creature for two, or do the same plus get you a 3/2 with fear for 5
Silvergill Adept : Another key fish deck card.
Treefolk Harbinger : Land search (or creature) for one, plus a chump blocker.
Wizened Cenn : Saw good play in Kithkin decks
MORNINGTIDE
Common
Deglamer : A nice artifact/enchantment removal spell, its ability to put into the library can be either amazing or terrible depending on the deck.
Negate : another counter, always good to have
Shard Volley : Its drawback is severe, but can be useful in the right deck
Stonybrook Banneret : I have one that in a Wizard EDH deck that is extremely useful
Uncommon
Bramblewood Paragon : creatures that pump up other creatures are always useful. This one also gives the trample.
Heritage Druid : Used in a legacy elf deck that can hardcast emrakul or something else large and scary on turn 2.
Warren Weirding : Make an opponent sac a creature is extremely useful. Thats a nice indestructible creature or creature with shroud you got there, how about you sacrifice it. Or it can be used to split your little goblin into two if you need to.
SHADOWMOOR
Common
Devoted Druid : Extra mana is always appreciated. Its second ability can be abused in the right deck.
Manamorphose : essentially a free card draw. As a bonus, its a mana fixer.
Uncommon
Armored Ascension : Can be nasty in mono white decks.
Beseech the Queen : A pretty decent tutor spell
Bogart Ram Gang : Wither and Haste makes this creature downright nasty
Cursecatcher : a creature that is a constant reminder to your opponent that his shit can get countered. Being so cheap means you can trip up your opponents game plan from turn one. GREAT card
Drove of Elves : Expensive for an elf, but can be absolutely nasty and very hard to kill
Firespout : A fantastic board wiper
Flame Javelin : 3 red mana for 4 damage is a decent burn spell, that it can be played for colorless is nice as well.
Guttural Response : Once again, a counter is always nice, being limited to blue isnt a huge deficiency in that youd likely be using this as a counter counter.
Kitchen Finks : One of the most valuable uncommons, I dont think its amazing, but its certainly a very very good card.
Spectral Procession : A fairly cheap token creator
EVENTIDE
Commons
Nettle Sentinel : Another key card in the legacy elf deck
Unmake : another wonderful exile card, able to be used in both black and white decks
Uncommons
Gilder Bairn : Useful for its ability to add tokens to permanents
Quillspike : a nice anti-infect card
M11
Commons
Cultivate
Doom Blade
Duress
Lightning Bolt
Llanowar Elves
Mana Leak
Preordain
Sign in Blood
Squadron Hawk
Uncommon
Condemn
Crystal Ball
Deathmark
Diabolic Tutor
Elite Vanguard
Elixir of Immortality
Ember Hauler
Flashfreeze
Jaces Ingenuity
Lillianas Caress
Ornithopter
Pyroclasm
Relentless Rats