Starting with green!
Aerial Predation 3/5
I would maindeck this card, but keep it in mind as a card to sideboard out between games. People play fliers in limited, and this will almost always have a target - but it might not have a target worth the card. Removal is removal.
Archweaver 3/5
It seems like, for the most part, this environment is a rather slow one. Aside from Rakdos and its unleash mechanic, I think most games will be decided by big stompy guys bashing into each other. A 5/5 trampler is fair in that case, but it could be outclassed by a lot of others. You have Axebane Stag at the same converted mana cost, and that guy just eats this Spider.
Axebane Guardian 3.5/5
In such a multicoloured environment, colour fixing is at a premium. And, as I just said, it seems like most games will be about getting big chunky guys out as soon as you can, and ramp is always good in that case. If you have more defenders, all the better.
Axebane Stag 3.5/5
In limited, even something as simple as having the bigger creature can win you the game. This is not only the biggest common creature in the set, it's one of the biggest creatures in the set period. Seven mana is a lot, but this is a fine way to top out your curve.
Brushstrider 3/5
I'm not fond of high-power low-toughness creatures in limited. It dies to everything, even something as simple as a Trained Caracel. Remember that Electrickery is a common, so it will be seen a lot. I'd play this guy, but I wouldn't reach for him.
Centaur's Herald 4/5
I love this thing. Three-mana 3/3s are playable in limited. Being able to chump block an attacker and leave behind a relevant body is excellent. It's easy food for populate. It dodges removal. Don't underestimate this guy.
Chorus of Might 2.5/5
This could jump in value depending on the rest of your deck. Selesnyans would easily reach for it. Korozda Guildmage could make it incredibly valuable. But overall, it's a bit expensive for my tastes. I'm not the biggest fan of pump spells in limited, and a lot needs to happen for this four-mana spell to work.
Deadbridge Goliath 4.5/5
Four-mana 3/3s are playable. A four-mana 5/5 that's removal-resilient? Yeah, play it.
Death's Presence 3/5
Now here is a card I'm very undecided on. Other expensive rare green enchantments have proven themselves very worthy in the past - Gutter Grime and Feed the Pack are cards I'm always happy to play - but this one needs a lot more work for it to...work. This will need extensive testing.
Drudge Beetle 3/5
Bears are usually pretty good in limited. But remember Rise of the Eldrazi? A set focused around massive endgame plays makes Bears just not good enough. As I said earlier, this feels like that sort of environment. But the scavenge ability makes up for some of that - letting an earlier creature measure up to the fatter ones could prove valuable.
Druid's Deliverance 3.5/5
Fog is another card I don't like in limited. But don't underestimate the power of populate. The ability to make another Centaur (or heaven forbid, a 5/5 Wurm or 8/8 Elemental) for a mere two mana, while halting an attack in its tracks? If you have enough things that make tokens bigger than a 1/1 Saproling, this will jump in value.
Gatecreeper Vine 3.5/5
Again, colour-fixing will be at a premium. Imagine playing three-colour and grabbing the non-green Gate in your deck with this - for just two mana, you stop an attacker and never have mana problems again. At it feeds your Axebane Guardian. Whee.
Giant Growth 2.5/5
Pump is pump. As I said above, I'm not a fan of pump.
Gobbling Ooze 2/5
This is another card that could jump in value depending on your deck. Again, Selesnyans or people with Korozda Guildmage will love it. For everyone else, it's too expensive with not enough payoff.
Golgari Decoy 2.5/5
I usually like these kinds of effects in limited. I won several games at the Saviors of Kamigawa prerelease on the back of Shinen of Life's Roar. That said, I'm not sure how willing I would be to pay five mana for such an effect, even if I get to give another guy a slight boost afterwards.
Horncaller's Chant 2.5/5
This is...eight mana. For eight mana, you want to win the game. Two 4/4s may help you win the game, but I don't think it's quite enough to be worth eight mana. You won't realistically cast it until around turn ten or eleven, by which time chances are good there are bigger things than 4/4 Rhinos running around.
Korozda Monitor 3.5/5
As I said, four-mana 3/3s are playable. Adding trample into the mix is gravy. The scavenge ability is really expensive, but don't underestimate the power of three +1/+1 counters. Put them on a Daggerdrome Imp and go to town.
Mana Bloom 1.5/5
This costs too much for what it does. You don't want to waste turns dropping this just for a one-mana boost here and there. Only play it if you really need the fixing.
Oak Street Innkeeper 1.5/5
Wow. This takes a lot of work. And it does nothing - most things your opponents would want to target your creatures with are instants, making it all too easy to kill your creatures on oyur turn anyway. This is a three-mana 1/2 that does nothing.
Rubbleback Rhino 2.5/5
Don't get me wrong though, hexproof is a powerful ability. But it's only good on a threatening creature. A 3/4 just isn't that threatening, especially with all the other fat guys running around this set.
Savage Surge 2/5
I've said I don't like pump. The minor combat trick here doesn't change that.
Seek the Horizon 4/5
Glorious mana fixing. This helps you get the lands you need to drop your big fat guys. and fixes your colours besides. It makes going three-colour - not uncommon in Ravnica - easy, and makes splashes even easier.
Slime Molding 4.5/5
It's relevant at every stage of the game. It's a great token to populate. It wins games alone. Play this.
Stonefare Crocodile 3/5
It's not bad. A six-point life swing each turn is a good thing. But it's also a very expensive thing. I wasn't the biggest fan of Markov Patrician in Innistrad, and one extra point of toughness isn't really worth paying three mana to get the ability. That said, a three-mana 3/2 is perfectly playable.
Towering Indrik 3/5
Giant Spider is Giant Spider. Moving on.
Urban Burgeoning 0/5
Don't play this ever.
Wild Beastmaster 3/5
Another card that jumps in value depending on the deck. Got a good amount of scavenge cards? Play this. But be wary for tricks on your opponent's side. DID YOU KNOW! If your opponent casts Downsize on this, all your creatures will get -3/-3. That's bad.
Worldspine Wurm 1/5
This is a bad card. I know you think it's a good card, but it's not. It's a trap. And if you fall for it, I will personally slap you in the face.