Getting a counter for one mana is a pretty good deal, and gaining access to the Hideaway card isn't too difficult to set up.
This is mostly a hard-to-cast 2/2, especially in a format where people will be plotting a lot. Sometimes turning off interaction during your turn is worth it, though.
This trigger is incredibly strong and easier than normal to get right away thanks to plot.
It isn't worth using a card just to hate on the few graveyard decks this format has.
Not enough artifacts in this set for it to matter.
Not enough artifacts in this set for it to matter.
There are enough treasures in this deck that maybe you'll sometimes have a deck that can get some value out of these Maps.
This gives you a ton up front, but quickly takes it away and then some.
This comes down, sweeps away with the small stuff, and has a nice body for a thinned out board. It's great you can use it as removal early, too.
Playing this on three is going to feel pretty great, as you're generating a 3-for-1, but it does have diminishing returns.
Giving your opponent treaure isn't awesome, but you get access to it first, punish them for having theirs, and get an efficient creature.
This has a passable baseline, and in Red you're likely to turn one into a 3/3 at least once a game.
You get a lot of cards, but so does your opponent, and you're the one who had to take a turn off to cast it.
It's rarely worth it to get a temporary copy of a creature.
There aren't enough meaningful targets for this in the format. It's just a 5-mana stone rain most of the time, and that's awful.
Three-mana mana rocks aren't usually worth it in Limited, and gaining a bit of life isn't enough to make me want to play this.
This has great stats, delivers value right away, and can cash in food for a powerful effect.
Ramping and fixing is cool and all, but spending 4 mana to do nothing isn't. You also aren't likely to have 5 lands with different names in Limited.
Three mana for a 3/3 and a 1/1 is awesome, and you can even buff the 3/3 (and other tokens).
This 7-mana creature delivers on the investment. He's pretty big, draws you a card and gains you life right away, and makes a copy of himself when he dies that will trigger the ETB again. Oh, and he draws you cards for other big stuff you play too.
The upside is there, as he can draw you lots of extra cards. But he's hard to cast and incredibly fragile.
This doesn't kill enough stuff, and cycling it away doesn't make up for that.
While not quite as good as the original, this is great. Getting counters on it is incredibly easy, and you can ash them in for real value.
The boost it offers is pretty solid, but the ability to gain mana isn't going to do much.
Drawing an extra card every turn is pretty great, especially because you can add to the board after you do.
The creature this equips to is immune to most removal, gets significantly larger, and can generate some serious value when you hit your opponent. You won't always be able to do much with the treasure, but doubling a spell doesn't sound too challenging.
This is symmetrical and likely to hurt you just as much as your opponent.
I like all three of these kinds of tokens, but paying 5 to put this in play is too much.
There aren't enough artifacts in this format for this to be worth the hit to your mana.
This provides excellent fixing and on occasion the filter effect might net you extra mana.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-mythic|White|Artifact
|
4 | 5 | 1.00 | 2 | 1.50 | 4 |
ss-mythic|White|Creature — Human Cleric
|
2 | 4.6 | 2.00 | 1 | 3.67 | 3 |
ss-mythic|White|Creature — Human Artificer
|
5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
Rest in Peace
0 It isn't worth using a card just to hate on the few graveyard decks this format has.
ss-mythic|White|Enchantment
|
0 | 2.3 | 8.46 | 13 | 6.12 | 78 |
ss-mythic|Blue|Artifact — Clue
|
0 | 2.2 | 8.75 | 4 | 5.12 | 69 |
ss-mythic|Blue|Artifact
|
0 | 3.6 | 5.00 | 1 | 5.20 | 6 |
ss-mythic|Blue|Artifact
|
1 | 2.2 | 8.86 | 7 | 5.15 | 71 |
ss-mythic|Black|Enchantment
|
0 | 2.8 | 7.22 | 9 | 4.71 | 72 |
ss-mythic|Black|Creature — Spirit
|
5 | 4.3 | 3.00 | 1 | 2.00 | 2 |
ss-mythic|Black|Creature — Ogre Rogue Detective
|
4 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-mythic|Red|Creature — Human Rogue
|
3 | 1.4 | 11.00 | 1 | 6.00 | 3 |
ss-mythic|Red|Artifact
|
3 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-mythic|Red|Artifact
|
0 | 2.4 | 8.33 | 9 | 6.38 | 61 |
ss-mythic|Red|Sorcery
|
1 | 4.3 | 3.00 | 1 | 4.33 | 3 |
ss-mythic|Red|Artifact
|
0 | 2.1 | 9.25 | 8 | 5.96 | 87 |
ss-mythic|Green|Artifact
|
1.5 | 2.1 | 9.00 | 1 | 4.00 | 7 |
ss-mythic|Green|Creature — Plant Druid
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-mythic|Green|Enchantment
|
0 | 2.5 | 8.00 | 1 | 4.00 | 5 |
ss-mythic|Green|Creature — Human Artificer
|
4 | 5 | 1.00 | 1 | 2.00 | 2 |
ss-mythic|Green|Creature — Dinosaur
|
5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-mythic|Blue|Red|Green|Legendary Creature — Beast Noble
|
2.5 | -0 | 15.00 | 0 | 3.67 | 6 |
ss-mythic|White|Black|Sorcery
|
0 | 3.2 | 6.11 | 9 | 4.79 | 69 |
ss-mythic||Legendary Artifact — Equipment
|
4.5 | 4.6 | 2.00 | 4 | 2.33 | 4 |
ss-mythic||Artifact — Equipment
|
2 | 4.6 | 2.00 | 2 | 2.00 | 2 |
ss-mythic||Artifact
|
4.5 | 4.6 | 2.00 | 2 | 2.00 | 2 |
ss-mythic||Artifact — Equipment
|
5 | 4.8 | 1.50 | 2 | 1.67 | 3 |
ss-mythic||Artifact
|
0 | 2.6 | 7.85 | 13 | 5.98 | 74 |
ss-mythic||Artifact
|
1.5 | 2.9 | 7.00 | 1 | 4.33 | 7 |
ss-mythic||Land
|
0 | 2.7 | 7.44 | 9 | 5.74 | 74 |
ss-mythic||Land
|
3 | 4.6 | 2.00 | 1 | 2.00 | 8 |
AI Limited ratings are gathered with data from MTGA Assistant, while Nizzahon Magic provides the Pro ratings. The key difference is that the Pro ratings and comments are made before the set officially releases, while the AI ratings dynamically update with new data. It would be best to use the Pro ratings as guidance as sets are released and the AI Ratings a couple of weeks after release. Here is an explanation of how we score the cards: