This is always great removal because it goes after any nonland permanent very efficiently.
By design, Beza can pull you ahead from behind. If you're at parity you probably still get a couple triggers, and if you're ahead a 4/5 on it's own is still pretty scary.
This is a decent way to repeatedly trigger valiant, though you'd be surprised how often you don't want to spend one mana and tap a creature for this effect.
This has great stats and keywords and White has plenty of ways to enhance it's stats to make it even scarier.
It's tough to get enough noncreature nonlands to get this going, but if you can it's a pretty solid buildaround.
If you're in any token-heavy deck (which usually mean Green-White) this is going to be one of the best cards in your deck, but most White decks won't have enough tokens for this.
So, if you take all the parts together here – you pay 4 mana for 3 life and two 1/1s that scry 1. That’s not horrendous to begin with, and you can pay it for it in installments.
This is a super efficient trick, which has extra value in a format with Valiant.
This style of card is always too narrow in Limited. It ony does something meaningful in very specific scenarios, and that type of card is a massive liability.
Three mana to reanimate two small creatures is a pretty good deal, but how often will you have stuff in the graveyard to get back? Not often enough for this to always make the cut.
Banisher Priest-like creatures are always great, and this one is extra beefy -- and gets beefier if you exile a low power creature. Adding to the board while removing something of your opponent's is simply one of the strongest things you can do.
This has a decent baseline, so it can work alright in any White deck -- since most will have a little life gain, but it'll be really powerful in Black-White.
This is a great aura because it has Flash and it replaces itself up front, while sending your best creature into the air.
This is a really good Valiant trigger when you've got enough Mice, and you're likely to in Red-White.
The baseline here is solid, but the card gets really insane when you have multiple ways to make multiple rabbits -- and there are ways to do that at Common and Uncommon.
Three bodies for three mana is a nice deal, especially in a format where White wants to go wide and can get extra value out of tokens.
4 mana for a 3/2 and a 1/1 is a card you'll play pretty often, and this has the upside of being more flexible than that and having an ETB ability. One you'll get twice when you Offspring.
This has reasonable aggressive flying stats and if you have something in your graveyard, your opponent is likely to get 2-for-1'd if they ever deal with it.
Many of the gift cards in the set are solid cards when you don't gift, and you have to think about whether or not giving your opponent something is worth the extra effect you're going to get. Jolly Gerbils makes that equation a lot simpler -- you should just always gift, because you're going to come out ahead and get a more powerful version of the card.
This really enables lifegain strategies in Black/White, while also being good in the White go-wide deck and the blue-white bird deck.
This has 2-for-1 upside since it buffs two creatures, and it's also a great way to trigger valiant at instant speed.
Tapping blockers is really strong when you're an aggro deck, and you're likely to be if you're in White.
This has decent stats that can get a little better if you target it with something, and it gives you some maindeck hate against artifacts and enchantments, too.
This can be a nice way to blink one of your creatures, and if you give your opponent a fish, it can be removal too! Giving your opponent a fish does obviously make that significantly worse. While you do remove something, you give your opponent something back so it's not quite a 1-for-1. However, it has an alternate mode and exile is pretty nice removal.
This will be putting a +1/+1 counter on something most of the time when it enters, and a 5-mana 3/4 flyer is surprisingly sturdy.
If you're good at going wide, this'll be a solid inclusion in your deck. If you're not, it's pretty bad.
This format has fewer big creatures than most, but this does go after power AND toughness, so it'll have a decent number of targets.
This can do so many different super powerful things. You can flash it in to help a creature dodge removal, and then give it flying. You can also flash it in to ambush block something while making your best creature a flyer, and the fail case is still a nice flyer that brings something else into the air with it.
Making 5 1/1s is a pretty solid deal for 5, and this has all kinds of additional upside! Giving your oppnoent cards for their permanents isn’t always great, but sometimes you gotta do it – and you can also go after your own stuff with the second mode. The third mode will be useful less often, and you’ll only ever get it once, but when you do it’s gonna feel pretty good. Basically, no matter what mode you choose you get your 5 mana’s worth or more, and the modality is great.
This'll be a one mana 3/2 pretty often in Green/White.
Even if you never do anything to buff this, you're getting a great creature for three mana, and White has plenty of ways to augment creatures.
This'll feel pretty efficient when you have a nice target, especially if you're gaining life. However, even if this can hit attacking, blocking, and tapped creatures, it's inability to get a creature out of the way before it blocks, and the fact it can't deal with things with more than 4 toughness make it too restrictive to be great.
If you are good at gaining or losing life, this is going to be one of the best cards in your deck. In that kind of deck, the trigger is basically an ETB ability, and you're virtually always going to draw a card off the trigger. But if you can't consistently trigger it, it's a pretty mediocre creature.
This is a sweeper that reanimates your best creature that got destroyed. That's insane, even if you do have to give your opponent a card to make it happen.
This is mostly for triggering valiant, but it's pretty mediocre overall.
This'll buff almost every creature in your deck, and also let you Scry a whole bunch. And it has above rate stats!
White is good at going wide, so having a two drop that can buff the whole board is something you're going to be after.
You want to try and Offspring this most of the time, since it means you not only get two bodies -- you get the attack trigger twice, and your opponent destroying the 4/4 doesn't completely solve the problem either!
This has surprisingly beefy stats for a Common, and will often be able to attack as a 3/4 or larger.
This Valiant trigger is nuts and will almost always allow you to put a creature directly on to the battlefield. There are plenty of ways to trigger valiant for free or cheap too, so doing it the turn the Forerunner comes down isn't some pipe dream.
This can't be blocked by anything that can kill it, and it's ability to turn creatures into blank 2/2s lasts into your opponent's turn! This can really alter the game in a big way, especially for a two drop.
This loads your graveyard for threshold and two mana for decent base stats and a loot is solid anyway.
This doesn't do enough for how much it costs. Bouncing can only give you tempo, and in an era of lots of ETBs it may not even give you that.
This is usually going to be a 6-mana 4/4 that kills something on ETB. Obviously it takes some set up to get there, but all you have to do is have cast a removal spell at some point in the game, so it's not that much set up.
Two mana counterspells have been solid of late, and the Bird upside is nice.
This trade 1-for-1 pretty efficiently and 2-for-1s are on the menu because it's an instant.
If you can get return a cheap creature with an ETB with this, it's going to feel great, and if nothing else it's a mana sink that draws you cards when you're flooding out.
You need to be a deck with lots of instants and sorceries to make this work, and that's a little frustrating in this set because most of the payoffs for this kind of thing look at noncreature spells more broadly. This'll work in UR and UB a decent chunk of the time and be pretty good, but even in those decks you don't alawys have enough instants and sorceries to feel good about playing this.
Triple blue is tough in Limited, but if you can cast this it will be a decent size and decrease the cost of your spells. That last part isn't always useful by the mid to late game, though.
This is a Wind Drake with lots of upside! Gives something else flying, and in the late game it can send two creatures to the sky.
This doesn't really do enough on it's own, especially for all the mana you sink into it.
Cheap spells are extra good in formats with spell triggers, and this is one of those. Plus, Unsummon's a pretty solid card anyway.
Stealing an opposing creature is one of the strongest things you can do in the game, and doing it for 4 mana is great, even if the creature is tapped. Basically, this is an excellent removal spell with massive upside.
I'm already happy to be playing a two mana 1/3 with Prowess and Vigilance that can tap to loot, and sometimes you'll be able to copy spells with this, which will feel truly insane.
This has imposing stats and in most Blue decks (and especially blue-white) will spit out lots of Fish tokens.
This slots well into spell decks and threshold decks, while sporting some solid stats that you can always threaten to grow.
You almost always have a free unblockable attack when this enters, since the creature blinks when it hits your opponent -- meaning it comes back into play untapped. If you're also triggering an ETB, you're really going to be in business.
Double Blue is rough for a counterspell in Limited, especially one that requires you to 2-for-1 yourself if you want to counter a noncreature spell.
You really only want one of these because they don't really add to the board and are kind of clunky, but that first one is pretty nice. If you give your opponent a fish, you can also stun their best creature, increasing your chances of making it to your next turn to take advantage of all those cards.
The stat-line is rough, but it helps you set up threshold and is a powerful threshold payoff itself.
This lets you copy your own creatures or your opponents, although you do need to spend more mana to copy bigger creatures. Still, you're likely to get your mana's worth when you cast this.
A three mana 1/4 with Vigilance isn't very good, but in the late game this becomes unblockable and hits harder.
While you do get two bodies in the end, the rate here isn't very good.
Divination isn't always good in Limited these days, as you need to add to the board. But this will cost two mana reasonably often, and that's a huge upgrade.
A two mana 2/1 with Flash and Flying is a playable card, and this can often generate a 2-for-1 by blanking a removal spell.
This is tough to make work in Limited, since you have to hit a bunch of cards with different types to take full advantage of it. Oftentimes you'll draw like two cards off of this despite spending a lot on it, and you just can't do that.
When you can use this to bounce something your opponent doesn't want bounced and bounce something of yours you do want to bounce it feels really good, but it doesn't always line up that way.
This is a great trick for Blue decks, especially when you get spell triggers while blanking a removal spell.
If you're behind, you can make a token copy of your best creature and then bounce everything else. If you're at parity or ahead, you can make two token copies of your best creature and then draw a card. Either way, you're very likely to win the game.
This lets you rip through your deck while loading your graveyard, and once you have threshold it becomes a card advantage engine.
A 5-mana 3/3 Flyer isn't very good, but if you have ETBs to abuse, it could be worse.
Neither option is very good here on it's own -- it's just too much mana for these effects. But the modality is enough to make it playable.
This is pretty good whether you Offspring or not, since it adds a solid body to the board while temporarily removing something. It's a great ETB to abuse in Blue-Green, too.
This is definitely at it's best in Blue-Green or Blue-Red. Blue-Green because you're more likely to have ETBs and Blue-Red because it's a spell that replaces itself. But, it's passable in the other Blue decks too.
This gives you a passable body up front, and later in the game generate serious value by rebuying an instant or sorcery and then churning out otter tokens.
This is removal that doesn't exactly trade 1-for-1 since you leave something behind for your opponent to take advantage of. And if they are playing Black-Green or Black-White, they may even be able to get a full card worth of value out of food. But, it does shut down just about any creature.
This is a pretty bad two drop early, but drawing a card with it late is pretty solid.
This will often give you a 2-for-1 in the early game, and later in the game you're likely to draw two cards when you Offspring.
You'll buff most of your creatures when you cast noncreature spells, the problem is many decks in the format won't have that many of them.
This will often have Flying, and while it's not quite a staight up three mana 3/2 flyer, it isn't that far either.
If you spend mana and a card on this, you're going to lose. That's because you just won't be able to get anything out of it consistently enough. Casting this is like mulliganing, but worse because you paid mana.
This helps you set up life gain payoffs for Black-white and life loss payoffs for black-red in the early game, but has pretty mediocre stats.
This is a nice discard spell in the early game, and later in the game it can pressure your opponent and even draw you cards.
It has passable stats and in the late game it's a way (albeit a costly way) to get something back from the graveyard. A bit awkward alongside Forage, though.
This is a nice buildaround for the Black/Green deck, which can draw cards with this often enough to generate some serious value.
5 mana reanimation spells rarely perform well because it's hard to get 5 mana worth of value consistently. The gift part can help you do that, but at the cost of giving a card to your opponent, which doesn't seem great.
This is a solid removal spell as a baseline, and sometimes it'll be worth giving your opponent a card to get a good creature back from your graveyard.
You almost always want to give the gift here, because you get to take the card after they draw -- and being able to cast the card you make them discard is amazing.
The stat-line is rough, but it helps you load your graveyard for Black-Green and Blue-Black, and it can trade for anything. That's less valuable on a three drop for sure, but it's something.
You almost always want to go with the Offspring here. 4 mana for a 2/3 flyer and a 1/1 flyer that draw you a bunch of cards is great! You do need to make sure you don't have a high curve and/or some ways to gain life, but the fact you get these two bodies that draw you cards means even one removal spell isn't going to prevent you from outcarding your opponent.
This can put up to three cards in the graveyard while drawing you a couple cards and you lose some life, so it checks some boxes for various synergies in black, but it's still a card that doesn't add to the board and you can't have too many of those.
Flashing this in to ambush block something and kill an X/1 is very doable, and it also has the upside of killing damaged creatures sometimes.
This is the removal spell you use when you're really desperate. It's just too expensive to ever be efficient, even with two modes.
This is Murder at worst, and it's often cheaper thanks to Forage.
This is super efficient to remove any creature, although being a Sorcery means you aren't going to produce many blowouts.
This ETB is surprisingly potent and also very useful for Bat and Lizard decks.
The first copy of this should be valued relatively highly, as it's the kind of card that wins games late. Getting two creatures back at instant speed and draining the opponent 2 life is a big swing, especially when you untap and play the best creature that was in your graveyard.
This is a pretty sweet buildaround for the two graveyard decks in the format. This creature is huge and impossible to block without at best getting 2-for-1'd.
If you're getting this landfall figure twice it puts your opponent under very real pressure, and it's not a bad way to set up Black-Red cards that pay you off for daming your opponent.
The Ward means your opponent has to 2-for-1 themselves to deal with Maha, and lowering the toughness of your opponent's creatures makes them much, much worse on attacks and blocks. It also makes Maha's trample more potent.
A three mana 1/3 flying with deathtouch is a passable baseline, and triggering this is fairly easy -- and you're likely to have more bats in play, too.
This is an efficient removal spell. You should almost never give your opponent the food, unless you're in a desperate spot where you can't afford to pay the life.
If you can get this down once you have a stocked graveyard, you can really go off with it. Tapping it lets you cast as many creaures using forage as you want! You won't always have the graveyard and mana to do that of course, but the ceiling is legit.
This will often have high power, and it can just keep coming back by the mid-to-late game, and it's often going to have enough power that your opponent has to block it.
This is Mind Rot with minimal upside, so not usually something you want to run. It can generate a 2-for-1 early, but because you don't add to the board when you do it the impact is pretty small, and in the late game it does even less.
This is a pretty scary one drop. It can get in for lots of damage early, allowing aggro decks to trigger their payoffs for doing damage, and because you can pump it, it really stays relevant all game long.
This ETB and attack trigger gets to be a pretty big problem, especially when you can trigger it more than once, and the Viper lets you do that. You get the first trigger no matter what, and if the Viper doesn't get taken down, your opponent is going to have some tough decisions to make when it attacks. And you can even get it into play ahead of schedule sometimes!
This can generate a 3-for-1 in an ideal world, and it's nice that at a minimum you get to draw a card when you flash it back.
This isn't the most efficient removal, but it's solid and Food is an important commodity in this format.
This isn't going to be a good trick if you're usually paying 3 for it, but if you're black/red and can pay one Black for it consistent, it's a super potent combat trick. One that can blank removal and win virtually any combat.
This is probably too slow to really do what it wants you to do. You just can't sink all this mana into it and have the payoff be that you have a difficult-to-use reanimation effect.
This can have a Wrath-like effect on some boards -- when you choose the first paw option 5 times, and the other modes on the card allow you to break the symmetry of the edicts.
This is a bit expensive for something that doesn't exactly add to the board, but you do get the first life drain trigger the turn you play it, and it can quickly snowball from there. Being able to cash it in for cards is no small thing, either.
Sinking a bunch of mana into this draws you a bunch of cards and loads up your graveyard, but I just don't feel like you've got the time to do that in Limited formats these days -- especially when you have to pay life.
This has almost-passable stats and a mediocre life gain trigger. You can play it, but you're never going to be happy about it.
Being unable to block is pretty brutal, but it's a fairly aggressive flyer that can bring a friend along, and when you can start triggering those life gain payoffs your opponent will be under some legitimate pressure.
Even withotu Offspring this would be a solid 4-drop, so the fact you can run this out late and get this punisher trigger twice is pretty sweet.
Even if you can't do damage to your opponent, a three mana 2/2 menace that makes your opponent discard is great. When you do get to choose what they discard, it'll feel downright nasty.
Your board is likely to have many creatures with these types, so it's likely to be a powerful attack trigger.
The baseline is a 4-mana 2/4 that makes a 1/1, and that Snail is likely to grow! You should try to splash for the activated ability too, since it draw you tons of cards and even finish off your opponent.
This is a 6-mana 5/3 that kills a creature, and it'll often kill a substantial creature. The mill trigger is nice too, as it not only makes the Patrol more likely to kill something good, it also sets up Forage and Threshold.
This is a solid removal spell that can trade up sometimes, and the graveyard hate is relevant int he format too.
This almost always generates a 2-for-1, and while the toughness is low, the power is high enough for this to hit hard and trade pretty well in combat.
Even in a format with a spell deck, this won't usually deliver a card worth of value -- and it certainly won't repay you for all the mana you sink into it.
This is a nice way to trigger Valiant, and isn't a terrible card to have around even in aggro decks that are less interested in the mechanic.
Never give your opponent the treaure early. It's a solid removal spell even without the gift part, but getting that Bolt late is pretty nice.
This stat-line is rough, but it offers a pretty solid buff every turn and can trigger valiant.
A two mana 2/1 with First Strike is a nice creature and this can generate some extra mana, which every deck's going to be happy with in the early game.
A three mana 3/3 with Menace is a nice aggressive creature, and this is likely to reload your hand in a big way.
This is a nice spell payoff, especially when you can Offspring. If you have lots of cheap spells, you can lower your opponent's life total in a hurry.
It's not efficient, but it can deal with most creatures -- and their offspring, so having one of these is kind of a necessary evil in many Red decks.
Even without Valiant this is a great two drop, and Valiant gives this little creature the ability to draw you extra cards, so it certainly still says relevant all game long.
This has some potential, as it's been well established that casting spells from your graveyard is busted. However, spending 5 on this up front is a huge liability, and you need action in your graveyard for it to do anything on your next turn, too.
This can enable some really nice early starts, where you have a one drop and two two-drops in play on turn two. It has diminishing returns later in the game, but at a minimum you can use it's ability with the mana it produces.
This huge flyer always generates value on ETB and attack, and if your opponent can't deal with it, it's going to quickly kill them while giving you tons of cards.
This is pretty good when it comes down as a 4/4, and pretty bad when it doesn't.
This only lets you play the card until the end of your turn, but it's a pretty nice way to hit land drops early and a good way to hit more impactful cards late.
If you drop this on one and can support it with targeted effects, it can run away with the game.
Remember this trigger is symmetrical! If you're an aggro deck it's likely to hurt your opponent more than it hurts you, and the stat-line is passable.
This is pretty easy to grow in most decks, especially if you've got lots of lizards around. It triggers itself too, so you can attack with it on two, leaving up two mana, at which point your opponent just has to take the hit, and it's likely to grow later in the game too.
This is just too slow to actually get anything out of.
This is a nice enabler for Red/Black and a legit win condition in Blue/Red.
There are lots of mice in the format and if nothing else, the Mouse can target itself -- and so can the Offspring. It's also a free way to get multiple valiant triggers in a turn.
You could do worse if you need a way to trigger valiant or spell payoffs.
If you pick off an X/1 with this it feels great, but it's also a sneaky way to trigger Valiant, and it replaces itself so it works nicely in spell decks too.
It's nothing fancy, but it's a threat that has to be answered on many boardstates.
This is a great removal spell with real 2-for-1 potential, and if you can trigger valiant or Prowess at the same time it will feel particularly absurd.
This would be a decent card in any format, but it's a free way to trigger valiant in this one, making it a bit better.
This kind of effect can close out games sometimes, but it also frequently does nothing, and the base stat-line here is kind of rough. Is a sneaky way to trigger valiant on your own stuff, too.
This is a bad stat-line, but it's a decent expend payoff.
Thrill of Possibility tends to be passable in sets with a spell deck, and this has the added upside of a trick that can trigger Valiant.
Treasure isn't that useful in Limited, so you're mostly leaning on the other two modes. The good news is, that combining the two other modes is a pretty potent combination, since you draw a couple of extra cards and get Shock stapled to all of them.
This will never feel efficient, but it's a passable two drop with a useful creature type and death trigger.
The ceiling on this is that you cast a bunch of cheap spells and make like 20 1/4s with Haste but...that's not going to happen in Limited. You might get 8 on really rare occasions, but mostly you're going to have one extra copy of this thing and that doesn't really move the needle on an inefficient creature.
These are decent stats, but most of the upside on this card is irrelevant or not very important in Limited, although Black/White being a life gain deck helps a little.
Two mana instants that do 3 are always great, and you'll rummage with this a decent chunk of the time too.
Shocking your opponent when you cast things that cost 4 or more is a real payoff, and the stat-line here is passable.
This will make most of your creatures hit harder, and it's effectively a three mana 4/3 itself.
If you're a really aggressive Red/White or Red/black deck, you'll use this. The buff is real, triggers valiant, and shutting off a block can lead to lots of damage out of nowhere.
Two mana 2/2s aren't great these days, and this Valiant trigger is nothing special.
This is more of a sideboard card than anything. You can't really play this unless you're a Red deck that doesn't get hurt that badly by it, and that doesn't seem like a common occurence.
This gives you a ton of value and synergy for a two drop.
Mass pump like this is good in the right deck, and it's nice that this can be more of a combat trick sometimes.
These are good aggro stats, and an indestructible 3/2 is a relevant body all game long.
Even if it's only giving itself +1/+1 and vigilance, it'll feel good -- but oftentimes it'll buff some other creatures too.
You want to Offspring this and Forage at least once, and that's pretty doable. If you do it once, you spend 4 for a 2/1 and a 3/3, and sometimes you can do it twice, which is even more efficient.
This loads your graveyard pretty well, but you probably need to get the Food for it to feel worth the investment.
This is a 2-for-1 that ramps your mana, and not a bad body to blink in the Blue-Green deck.
This is pretty bad when you can't get something back with it, but you can get that 2-for-1 often enough for it to be pretty good overall.
You can make this a 4/3 trampler pretty often. Any type of token buffs it too, whether it's a creature token or not.
The baseline here is a 2-for-1 that adds a big body to the board, and triggering this more than once is very doable. Then, in the extreme late game it just wins you the game.
If you can make a couple copies with this it doesn't feel too bad, but it doesn't seem great either. In the late game you can generate lots of copies, but it's pretty mediocre until then.
Flashing this in to kill an attacker and then untapping is a pretty great feeling, and this is an imposing presence on just about any board.
You need to be giving tokens +1/+0 and deathtouch for this to really shrine, but the baseline isn't too bad either.
This just feels out of place in this format. Ramping and multicolored stuff aren't a big theme here, and while you can sac this to Forage for value, it doesn't look good to me.
This is a mediocre trick. It might be cheap, but it's better on defense and that's a really dangerous situation to be in with a trick, since your opponent is more likely to have mana up during combat on their turn.
The +1/+1 counter mode is the one that'll come up the most often and it's a pretty good deal -- but when you can naturalize something or take down a problematic token, that'll feel pretty good too.
It's great that this pays you off for what youv'e already done and what you will do, so it'll often grow a ton.
This is Rabid Bite with insane upside. It's probably Green's best Uncommon, and maybe the best Uncommon in the set.
Just level 1 on this thing is a very powerful card, so the fact you can sink more mana into it for even more power is amazing.
It's not the easiest thing in the world to turn this buff on, but this is a nicely-statted creature that can hate on graveyards in a format where that matters.
Prey Upon isn't always good enough, so it's nice that you can give your opponent a Fish in situations where you need a little something extra.
This is mostly just a big french vanilla creature in Limited and that's pretty good -- but it's not amazing.
This has a super weird effect, where you have to bounce a creature other than the Elder if you have it, and you also have the option of bouncing the Elder itself when it's alone. But mostly, it's a one drop that can grow a ton and ideally it can also generate some value off of ETBs.
This is a great trick that blanks removal, helps a creature when virtually any combat, and trample over for tons of damage. You can't really ask for more from a trick.
Drawing a card and making a food is always a passable effect, and when the other two modes are good, they tend to be really good.
If you Offspring, your opponent has no way to remove your creatures without you getting to put two counters somewhere, and playing this on one is pretty good too.
You have to make a choice with Peerless Recycling -- is giving your opponent a random card from their deck better than you getting another permanent back from your graveyard? Most of the time, I think you do give them the card.
This is a good removal spell in any green deck, and a great one in Frogs.
This kind of evasion is surprisingly good, as it shuts off chump blocks.
This is mostly just an efficient creature in Limited, but sometimes your opponent will have something in play that makes it worth giving them the gift.
It's mostly about the first and third mode in Limited. Sometimes, just going with the first mode 5 times is going to break the game for you -- it's basically overrun. But when that can't win you the game, you can go for the buff and card draw, which can help you win a longer game.
This has decent stats and can help you rebuy ETBs.
This just seems too slow, especially in a format without a dedicated counter deck.
This gives you a lot for only one mana. It's fine as one mana 1/3 that gains you 1 life, and in the late game you can put the counter somewhere more meaningful.
This can not only ramp your mana in a big way, it can also turn into a win condition by buffing itself on a stalled out board.
A two mana 2/2 that can tap for Green is always great, and this can do way more than that between it's ability to generate more mana and tutor up squirrels.
It's a little sad this doesn't have a relevant creature type, but a two mana 1/3 that can tap for mana of any color is a solid card.
This pays you off quite nicely for blinking or bouncing your stuff, which is great if you're getting value out of those effects already.
This ETB can be a big deal, almost giving you a free attack if your board is wide enough. It also doesn't always have a big impact.
This'll feel good when you can Forage, and not so good when you can't.
If you can drop this on one, it's going to get huge. Unlike the other Valley creatures though, it isn't good on a board that already has a bunch of creatures with the right types.
This isn't a format where you mainboard Naturalize.
Most of the time, it's worth giving your opponent a card for a copy of an instant, sorcery, or Otter -- that's because you get the copy for free and it's likely to be better than a random card from their deck. Still, it can definitely backfire sometimes, and the times where you're unable to trigger this consistently will be tough.
This is a powerful token payoff, even if it is hard to cast. You won't always get Baylen's abilities online, but you're going to do it often enough for it be worth the splash in Green-White decks.
This isn't very impressive on it's own, but it can be quite the threat on most boards.
Buffing and making Squirrels with this is pretty darn easy in Black-Green, and it's got a great baseline too.
The ceiling here isn't the most impressive thing in the world, and the floor is pretty bad.
Making your frogs tap for many means that you'll be able to recast the creatures you bounce with Clement's ability more often, and if you're getting some sweet ETB value, that's pretty strong.
This card's value comes from growing even when something else forages, because foraging just for a single +1/+1 counter isn't great.
This gives you a nice body while effectively removing a creature. And if that effect is underwhelming in a given situation, stunning your own thing is pretty intriguing. Especially if you have ways to blink or bounce the stunned creature.
Finneas is going to be able to buff lots of creatures in Green-White when he turns sideways, so giving him up to get all those buffs is worth it, especially if you draw a card.
This is a strong payoff for hitting your opponent -- something you're going to do in aggro decks pretty naturally.
Because casting a Lizard pings your opponent before it enters the battlefield, this makes all your Lizards enter with a counter, which is pretty strong, and putting counters on non-lizards isn't a massive challenge either.
The big hurdle here is casting this, because once you do it gives you great card selection and card advantage while loading up your graveyard.
5-mana for a 3/2 and two 1/1s would be pretty good in any format, but this one has tons of payoffs for Rabbits and tokens and going wide more broadly, so this is going to punch above its weightclass.
Casting her is a bit of a challenge, but if you just get her triggered ability a single time it will have been worth it. And, because she can tap for mana, there's a chance you can just keep casting things as you draw them.
Even if you just pay 1 for X, you're getting a 5-mana 5/5 Trampler that effectively draws you a card, and in the late game he's likely to give you several cards.
If you can get in with this, discarding a card for a free spell in your opponent's deck is amazing, and because it's a three mana 3/3 Menace, you've got a decent shot at making that happen. Especially if you play it on 3. It does get less likely the longer the game goes, though.
A 5-mana 4/5 with Trample isn't great, but it's not a disaster either, and if you can buff this at instant speed it can produce some blowouts.
Even if you have 0 other birds this card's great, and if you're in Blue-White there's a good chance you're going to get this trigger the turn Kastral comes down.
This has solid stats and is a good way to rebuy ETBs in the late game.
Your deck really has to be good at gaining and losing life for this to work out. While it can do the life loss part for you, not having to spend the mana for it is far better.
Even without other Mice, Mabel delivers some nice value thanks to her Equipment token that can trigger valiant, but you're going to have other Mice she offers a buff to.
This'll be a 5/5 by the late game and can help you get threshold, but a 4-mana 5/5 this conditional isn't anything special.
This is a nice enabler for Black/White decks, and the baseline is fine.
The mana she gives you makes it easier for you to expend, and the payoffs are great -- but you still need to have the cards to get her going.
If you can put a counter somewhere when this enters it feels great, and there's potential for more counters after that.
This is one of the best creatures to blink, and a two mana 1/1 that draws you a card on ETB is a nice card to begin with.
This'll often just spit out a creature token every turn, and that's more than enough to take over games. It's less give if you're behind of course, but the -3 is plenty powerful and raising Ral's loyalty is super easy thanks to the static ability.
A three mana 3/2 with Vigilance and Haste is a great starting point, and there are plenty of ways to trigger Valiant in this format.
A 4-mana 3/3 Flyer isn't as good as it used to be, but it's still a passable stat-line, and this will often enable another one of your creature's to attack when it attacks.
This stat-line is actually pretty great alongside Flying and Vigilance, and while the life change payoff isn't insane the first time, it's the kind of thing that can really snowball.
A two mana 1/1 with Prowess is pretty bad, and while Haste and a cost reduction effect are nice, this doesn't do quite enough to overcome the bad baseline to be a really exciting signpost uncommon.
This has a bad baseline, and you really need two counters before it ever feels like it was worthwhile, and in the time it takes you to get there, you're in trouble.
Once you have threshold this is nuts, and when you don't it's not too bad to run out on turn three.
This Valiant trigger makes the Guardmouse pretty impossible to block just because the threat of activation is always there.
This is a ton of value for only two mana. Two food tokens are pretty close to a full card of value in this format.
Vren's Ward makes it hard to kill before you generate at least one token with it. Turning every single trade into a losing proposition for your opponent is nice, and removal is great with Vren, too.
This is a great way to accelerate your mana, and if you drop it on two and play a 4-drop on three, this'll get it's first counter, and it's likely to grow from there.
Ygra can get huge, since it grows when any food goes to the graveyard and makes everything into a food. Still, the ceiling here is a massive vanilla creature, and that's not completely gamebreaking.
You usually want to wait until you get to 5 mana so that you start out with a 2-for-1, and then Zoraline threatens to keep reanimating things and gaining life on subsequent turns too.
It's not hard to get enough creatures with the right type in this format, and this is pretty bad at hating on the graveyard, so there's not much of a reason to run this unless your draft went really wrong.
Paying 2 mana for a Food is pretty awful, and paying 7 total mana to remove a nonland permanent isn't good either.
Fixing isn't at a high premium in this format, or this would be better. It is a decent way to fix, and can load your graveyard for Forage.
If you're really good at going wide (like in Green-White), this is a pretty sweet card advantage engine.
Lots of decks in this format have 10 creatures with the same type, so this feels like a straight up anthem at times.
This is a great way to repeatedly trigger Valiant and it offers a decent buff to begin with.
The first equip being free is going to be worth a fish a decent chunk of the time, especially if you trigger valiant. It's super clunky after that though, and handing your opponent a chump blocker when you want to make a creature big is definitely a downside.
You can't turn this into a creature without tapping two tokens, so this isn't worth running in many decks in the format, but it looks good in Green/White and maybe Black/Green.
If you need fixing, this does an okay job of it while also providing you some creature type synergy.
This is good fixing that you'll run in any two-color deck too. Getting that land untapped from the mid game on is a big upgrade from Evolving Wilds.
This land can provide tons of value in games that go long, so it's worth the hit to your mana.
Having some graveyard synergy to go with your fixing is nice sometimes, but not all decks will need this.
Surveil 2 for one mana is a pretty nice ability to have on a land, even if you can't trigger it all the time.
Cashing this in late to draw a card will feel pretty good.
Being able to turn your land into the best creature in your graveyard in the late game is nice utility.
This works extra well with cards that make multiple bodies with these creature types.
This is a land that can trigger Valiant, and giving yoru stuff haste and a tiny buff is nice utility anyway.
You need four creatures with the same type in play for this to net you mana, and even in this format that's way too big of an ask. This just isn't for Limited.
If you need fixing, this does it, and it's even decent in two-color decks.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light|White|Enchantment
|
3.5 | 3.9 | 4.00 | 19 | 3.65 | 75 |
ss-mythic|White|Legendary Creature — Elemental Elk
|
5 | 4.8 | 1.50 | 2 | 1.67 | 3 |
ss-common text-light|White|Creature — Rabbit Mouse
|
2 | 2.2 | 8.88 | 17 | 7.62 | 161 |
ss-uncommon|White|Creature — Weasel Soldier
|
3.5 | 4.4 | 2.80 | 10 | 2.87 | 28 |
ss-uncommon|White|Enchantment — Class
|
0.5 // 2.5 | 3.1 | 6.38 | 8 | 5.00 | 46 |
ss-rare|White|Enchantment — Class
|
1.5 // 4.5 | 4.4 | 2.78 | 68 | 2.82 | 133 |
ss-common text-light|White|Artifact — Food
|
2 | 3.7 | 4.57 | 23 | 4.65 | 104 |
ss-common text-light|White|Instant
|
2.5 | 2.8 | 7.27 | 15 | 6.04 | 147 |
ss-rare|White|Instant
|
0 | 2.8 | 7.29 | 38 | 4.87 | 275 |
ss-uncommon|White|Sorcery
|
2 | 2.6 | 7.75 | 4 | 6.49 | 62 |
ss-uncommon|White|Creature — Elemental Coyote
|
4 | 3.9 | 4.00 | 10 | 3.90 | 30 |
ss-rare|White|Creature — Bat Cleric
|
3 | 4.4 | 2.67 | 57 | 2.64 | 124 |
ss-uncommon|White|Enchantment — Aura
|
3 | 3.5 | 5.15 | 13 | 4.61 | 45 |
ss-uncommon|White|Creature — Mouse Soldier
|
2.5 | 3 | 6.50 | 8 | 5.87 | 54 |
ss-uncommon|White|Creature — Rabbit Citizen
|
3 | 3.5 | 5.08 | 13 | 4.31 | 36 |
ss-uncommon|White|Sorcery
|
3.5 | 3.9 | 4.09 | 11 | 3.12 | 29 |
ss-common text-light|White|Creature — Rabbit Soldier
|
3.5 | 3.8 | 4.25 | 20 | 4.40 | 74 |
ss-rare|White|Creature — Bird Cleric
|
4 | 4.6 | 2.21 | 42 | 2.18 | 87 |
ss-uncommon|White|Creature — Hamster Citizen
|
3 | 3.8 | 4.40 | 5 | 5.10 | 48 |
ss-common text-light|White|Creature — Bat Bird
|
2.5 | 3.2 | 6.08 | 12 | 5.33 | 107 |
ss-uncommon|White|Instant
|
2 | 3.1 | 6.18 | 11 | 5.49 | 55 |
ss-uncommon|White|Creature — Mouse Soldier
|
2.5 | 2.9 | 7.00 | 4 | 4.97 | 60 |
ss-common text-light|White|Creature — Mouse Soldier
|
2 | 3 | 6.61 | 23 | 6.64 | 132 |
ss-uncommon|White|Instant
|
3 | 3.3 | 5.62 | 8 | 4.44 | 35 |
ss-common text-light|White|Creature — Bird Scout
|
2.5 | 2 | 9.46 | 13 | 7.53 | 190 |
ss-common text-light|White|Instant
|
1 // 2.5 | 1.8 | 10.05 | 21 | 7.82 | 163 |
ss-uncommon|White|Instant
|
2.5 | 4.1 | 3.50 | 4 | 3.42 | 36 |
ss-rare|White|Creature — Bird Cleric
|
4.5 | 4.6 | 2.04 | 68 | 2.18 | 105 |
ss-mythic|White|Sorcery
|
4.5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-uncommon|White|Creature — Rabbit Warrior
|
2.5 | 2.6 | 7.60 | 10 | 6.08 | 66 |
ss-uncommon|White|Creature — Bird Knight
|
3 | 3.9 | 4.00 | 11 | 4.35 | 50 |
ss-common text-light|White|Instant
|
2.5 | 3.4 | 5.58 | 19 | 5.61 | 122 |
ss-uncommon|White|Creature — Bat Cleric
|
1.5 // 4 | 3.8 | 4.25 | 12 | 4.29 | 49 |
ss-rare|White|Sorcery
|
5 | 4.7 | 1.90 | 62 | 2.11 | 109 |
ss-common text-light|White|Creature — Mouse Bard
|
2 | 2 | 9.43 | 14 | 8.35 | 180 |
ss-rare|White|Creature — Rabbit Warrior
|
4 | 4.7 | 1.73 | 78 | 1.73 | 100 |
ss-common text-light|White|Creature — Rabbit Cleric
|
2.5 | 3.2 | 5.94 | 18 | 5.30 | 108 |
ss-mythic|White|Creature — Rabbit Knight
|
5 | 5 | 1.00 | 2 | 1.00 | 4 |
ss-common text-light|White|Creature — Bat Cleric
|
3 | 2.5 | 8.08 | 24 | 8.05 | 192 |
ss-rare|White|Creature — Mouse Bard
|
4.5 | 4.6 | 2.13 | 61 | 2.21 | 108 |
ss-rare|Blue|Creature — Rat Rogue
|
4 | 4.3 | 2.82 | 67 | 3.04 | 156 |
ss-common text-light|Blue|Creature — Frog Advisor
|
2 | 2 | 9.28 | 18 | 8.70 | 184 |
ss-uncommon|Blue|Sorcery
|
1 | 2.4 | 8.20 | 10 | 6.44 | 63 |
ss-uncommon|Blue|Creature — Otter Wizard
|
4 | 3 | 6.50 | 6 | 5.14 | 41 |
ss-common text-light|Blue|Instant
|
2.5 | 1.9 | 9.65 | 20 | 8.36 | 189 |
ss-common text-light|Blue|Instant
|
3 | 2.5 | 8.00 | 15 | 7.38 | 175 |
ss-rare|Blue|Creature — Frog Wizard
|
3 | 3.9 | 4.03 | 33 | 3.21 | 137 |
ss-uncommon|Blue|Creature — Elemental Crab
|
1.5 // 3.5 | 3.7 | 4.67 | 3 | 4.70 | 45 |
ss-mythic|Blue|Legendary Creature — Elemental Fish
|
2.5 | 4.1 | 3.38 | 13 | 3.73 | 91 |
ss-common text-light|Blue|Creature — Bird Scout
|
2.5 | 2 | 9.29 | 17 | 8.71 | 207 |
ss-uncommon|Blue|Enchantment — Class
|
1.5 | 2.1 | 9.25 | 4 | 6.47 | 56 |
ss-uncommon|Blue|Instant
|
2.5 | 2 | 9.33 | 12 | 6.46 | 65 |
ss-rare|Blue|Enchantment — Aura
|
4.5 | 4.2 | 3.31 | 54 | 3.02 | 132 |
ss-mythic|Blue|Legendary Creature — Otter Wizard
|
4 | 4.3 | 3.00 | 29 | 2.87 | 71 |
ss-uncommon|Blue|Creature — Bird Knight
|
3.5 | 3.1 | 6.29 | 7 | 6.00 | 68 |
ss-common text-light|Blue|Creature — Rat Otter
|
2.5 | 1.8 | 10.08 | 12 | 8.14 | 171 |
ss-uncommon|Blue|Creature — Frog Scout
|
3 | 2.5 | 8.00 | 5 | 4.77 | 47 |
ss-uncommon|Blue|Instant
|
2 | 1.6 | 10.40 | 5 | 6.64 | 71 |
ss-common text-light|Blue|Sorcery
|
2.5 | 1.8 | 9.85 | 13 | 8.41 | 178 |
ss-uncommon|Blue|Creature — Rat Wizard
|
3 | 3.4 | 5.50 | 6 | 4.52 | 34 |
ss-rare|Blue|Creature — Bird Bard
|
4 | 4.2 | 3.29 | 45 | 2.89 | 121 |
ss-common text-light|Blue|Creature — Rat Rogue
|
2 | 1.1 | 11.79 | 14 | 9.27 | 216 |
ss-uncommon|Blue|Sorcery
|
2 | 2.3 | 8.50 | 2 | 7.24 | 68 |
ss-common text-light|Blue|Sorcery
|
2.5 | 1.7 | 10.31 | 13 | 7.42 | 163 |
ss-uncommon|Blue|Creature — Bird Scout
|
4 | 2.9 | 6.80 | 10 | 4.76 | 52 |
ss-rare|Blue|Sorcery
|
1 | 2.5 | 7.94 | 31 | 4.95 | 316 |
ss-common text-light|Blue|Instant
|
2 | 1.9 | 9.64 | 11 | 7.83 | 192 |
ss-mythic|Blue|Sorcery
|
2.5 | 3.9 | 4.00 | 2 | 4.00 | 4 |
ss-common text-light|Blue|Instant
|
5 | 2 | 9.26 | 19 | 7.79 | 184 |
ss-uncommon|Blue|Creature — Rat Rogue
|
3 | 3.3 | 5.71 | 7 | 3.70 | 40 |
ss-common text-light|Blue|Creature — Bird Frog
|
2 | 1.9 | 9.64 | 11 | 8.14 | 172 |
ss-uncommon|Blue|Instant
|
2 | 2 | 9.43 | 7 | 7.03 | 68 |
ss-uncommon|Blue|Creature — Frog Wizard
|
3 | 3.4 | 5.43 | 7 | 4.64 | 44 |
ss-uncommon|Blue|Sorcery
|
2 | 1.1 | 12.00 | 3 | 5.36 | 39 |
ss-rare|Blue|Enchantment — Class
|
3.5 | 3.9 | 4.05 | 42 | 3.67 | 166 |
ss-uncommon|Blue|Enchantment — Aura
|
2.5 | 2.8 | 7.29 | 7 | 5.62 | 50 |
ss-common text-light|Blue|Creature — Rat Rogue
|
2 | 1.2 | 11.53 | 17 | 9.61 | 213 |
ss-rare|Blue|Creature — Otter Wizard
|
3.5 | 4.1 | 3.60 | 67 | 3.49 | 192 |
ss-rare|Blue|Creature — Otter Wizard
|
3.5 | 3.9 | 4.00 | 42 | 3.22 | 147 |
ss-common text-light|Blue|Creature — Frog Soldier
|
2.5 | 1 | 12.08 | 13 | 9.40 | 223 |
ss-rare|Blue|Artifact
|
0 | 2.5 | 8.00 | 2 | 5.75 | 31 |
ss-common text-light|Black|Creature — Lizard Assassin
|
2 | 2.3 | 8.67 | 21 | 7.43 | 166 |
ss-uncommon|Black|Enchantment — Class
|
3 | 2.9 | 6.88 | 8 | 5.13 | 56 |
ss-common text-light|Black|Creature — Squirrel Warlock Bard
|
2 | 3.1 | 6.35 | 23 | 5.72 | 130 |
ss-uncommon|Black|Creature — Squirrel Warlock
|
1.5 // 3.5 | 3.1 | 6.30 | 10 | 6.03 | 56 |
ss-rare|Black|Sorcery
|
1.5 | 4.2 | 3.23 | 44 | 3.23 | 197 |
ss-uncommon|Black|Instant
|
3.5 | 3.8 | 4.36 | 11 | 3.87 | 34 |
ss-rare|Black|Sorcery
|
3.5 | 4.1 | 3.43 | 58 | 3.26 | 154 |
ss-common text-light|Black|Creature — Rat Squirrel
|
2 | 2.5 | 7.91 | 23 | 6.64 | 135 |
ss-rare|Black|Creature — Bat Warlock
|
5 | 4.5 | 2.37 | 90 | 2.26 | 137 |
ss-common text-light|Black|Sorcery
|
2 | 1.5 | 10.89 | 18 | 8.32 | 185 |
ss-uncommon|Black|Creature — Skunk Assassin
|
3.5 | 3.8 | 4.43 | 14 | 3.77 | 42 |
ss-common text-light|Black|Instant
|
1.5 | 2 | 9.33 | 12 | 7.14 | 153 |
ss-uncommon|Black|Instant
|
3.5 | 4.2 | 3.33 | 12 | 2.79 | 32 |
ss-uncommon|Black|Sorcery
|
3.5 | 4.3 | 2.91 | 138 | 2.62 | 326 |
ss-common text-light|Black|Creature — Bat Lizard
|
2.5 | 2.6 | 7.64 | 22 | 6.39 | 142 |
ss-uncommon|Black|Instant
|
3 | 3.5 | 5.29 | 7 | 4.24 | 57 |
ss-uncommon|Black|Creature — Elemental Insect
|
1.5 // 3.5 | 2.6 | 7.67 | 9 | 5.77 | 42 |
ss-rare|Black|Creature — Lizard Assassin
|
3 | 4.4 | 2.55 | 64 | 2.53 | 118 |
ss-mythic|Black|Legendary Creature — Elemental Bird
|
5 | 5 | 1.00 | 5 | 1.00 | 6 |
ss-uncommon|Black|Creature — Bat Warrior
|
3 | 3.1 | 6.33 | 9 | 4.15 | 36 |
ss-common text-light|Black|Instant
|
3 | 3.9 | 4.17 | 18 | 3.60 | 76 |
ss-rare|Black|Creature — Squirrel Warlock
|
3.5 | 4.7 | 1.79 | 57 | 1.97 | 99 |
ss-uncommon|Black|Creature — Rat Berserker
|
2.5 | 3.2 | 6.00 | 9 | 5.39 | 65 |
ss-common text-light|Black|Sorcery
|
1.5 | 1.9 | 9.71 | 14 | 8.16 | 189 |
ss-common text-light|Black|Creature — Lizard Rogue
|
3 | 2.2 | 8.80 | 15 | 8.05 | 178 |
ss-mythic|Black|Creature — Elemental Snake
|
4.5 | 4.8 | 1.42 | 33 | 1.48 | 42 |
ss-uncommon|Black|Sorcery
|
2 | 2.3 | 8.62 | 16 | 6.44 | 65 |
ss-common text-light|Black|Instant
|
3 | 3.8 | 4.30 | 27 | 4.34 | 91 |
ss-common text-light|Black|Instant
|
1 // 3.0 | 2.2 | 8.74 | 23 | 7.58 | 167 |
ss-rare|Black|Enchantment — Class
|
1.5 | 3.9 | 4.12 | 48 | 3.48 | 168 |
ss-mythic|Black|Sorcery
|
4 | 4.6 | 2.00 | 4 | 2.00 | 4 |
ss-uncommon|Black|Artifact
|
2.5 | 2.1 | 9.00 | 7 | 5.41 | 47 |
ss-uncommon|Black|Sorcery
|
1 | 1.9 | 9.75 | 8 | 7.16 | 66 |
ss-common text-light|Black|Creature — Bat Cleric
|
2 | 2 | 9.46 | 13 | 7.66 | 129 |
ss-uncommon|Black|Creature — Bat Cleric
|
2.5 | 4 | 3.71 | 7 | 4.10 | 44 |
ss-common text-light|Black|Creature — Rat Rogue
|
2.5 | 2 | 9.40 | 15 | 7.43 | 160 |
ss-uncommon|Black|Creature — Lizard Warlock
|
4 | 4.1 | 3.63 | 156 | 3.42 | 384 |
ss-rare|Black|Creature — Squirrel Warlock
|
3.5 | 4.6 | 2.17 | 60 | 2.24 | 121 |
ss-rare|Black|Legendary Creature — Rat Warlock
|
4.5 | 4 | 3.68 | 71 | 3.47 | 169 |
ss-uncommon|Black|Creature — Rat Warlock
|
4 | 4 | 3.78 | 9 | 3.31 | 23 |
ss-common text-light|Red|Sorcery
|
2.5 | 2.8 | 7.17 | 18 | 6.49 | 124 |
ss-common text-light|Red|Creature — Otter Wizard
|
3 | 1.8 | 9.86 | 21 | 8.40 | 166 |
ss-rare|Red|Enchantment — Class
|
0 | 2.8 | 7.02 | 41 | 5.29 | 327 |
ss-uncommon|Red|Enchantment — Class
|
2.5 | 3 | 6.60 | 5 | 4.06 | 49 |
ss-uncommon|Red|Instant
|
2.5 | 2.9 | 6.75 | 12 | 4.48 | 48 |
ss-uncommon|Red|Creature — Mouse Soldier
|
2 | 2.5 | 7.91 | 11 | 5.14 | 53 |
ss-uncommon|Red|Creature — Raccoon Rogue
|
3.5 | 3.6 | 5.00 | 8 | 4.53 | 41 |
ss-rare|Red|Creature — Raccoon Rogue
|
4 | 4.5 | 2.50 | 74 | 2.48 | 148 |
ss-uncommon|Red|Creature — Otter Wizard
|
3 | 2.9 | 6.88 | 8 | 5.24 | 45 |
ss-common text-light|Red|Instant
|
2.5 | 1.6 | 10.47 | 17 | 8.67 | 203 |
ss-rare|Red|Creature — Mouse Warrior
|
4 | 4.4 | 2.62 | 53 | 2.45 | 112 |
ss-rare|Red|Enchantment
|
1 | 1.5 | 10.75 | 4 | 5.68 | 31 |
ss-uncommon|Red|Creature — Lizard Warlock
|
3 | 3.5 | 5.33 | 6 | 4.36 | 38 |
ss-mythic|Red|Legendary Creature — Bird Dragon
|
5 | 4.8 | 1.67 | 3 | 1.40 | 6 |
ss-common text-light|Red|Creature — Lizard Archer
|
2 | 2 | 9.44 | 18 | 8.24 | 161 |
ss-uncommon|Red|Creature — Otter Wizard
|
3 | 1.7 | 10.25 | 8 | 6.79 | 82 |
ss-uncommon|Red|Creature — Mouse Soldier
|
2.5 | 4 | 3.71 | 7 | 4.74 | 33 |
ss-rare|Red|Creature — Lizard Warlock
|
2.5 | 4.1 | 3.42 | 48 | 3.08 | 144 |
ss-rare|Red|Creature — Lizard Mercenary
|
4 | 4.3 | 2.84 | 67 | 2.83 | 141 |
ss-uncommon|Red|Enchantment
|
0 | 1.4 | 11.00 | 7 | 6.91 | 73 |
ss-common text-light|Red|Creature — Lizard Otter
|
2.5 | 1.5 | 10.86 | 14 | 8.47 | 183 |
ss-rare|Red|Creature — Mouse Soldier
|
3.5 | 4.4 | 2.70 | 67 | 2.75 | 126 |
ss-common text-light|Red|Instant
|
2 | 1.5 | 10.79 | 19 | 8.19 | 185 |
ss-uncommon|Red|Sorcery
|
2.5 | 2.2 | 8.83 | 6 | 5.85 | 65 |
ss-uncommon|Red|Creature — Elemental Boar
|
3.5 | 4.1 | 3.44 | 9 | 3.38 | 31 |
ss-uncommon|Red|Instant
|
4 | 3.5 | 5.07 | 14 | 4.84 | 38 |
ss-common text-light|Red|Creature — Raccoon Bard
|
2 | 2.5 | 7.90 | 20 | 7.46 | 165 |
ss-uncommon|Red|Creature — Lizard Warrior
|
2 | 1.5 | 10.78 | 9 | 7.48 | 74 |
ss-common text-light|Red|Creature — Mouse Raccoon
|
2 | 2.3 | 8.43 | 23 | 7.82 | 153 |
ss-common text-light|Red|Instant
|
2 | 1.7 | 10.30 | 20 | 8.61 | 194 |
ss-mythic|Red|Sorcery
|
3.5 | -0 | 15.00 | 0 | 2.50 | 2 |
ss-common text-light|Red|Creature — Lizard Warlock
|
2 | 1.8 | 10.00 | 13 | 7.70 | 158 |
ss-mythic|Red|Creature — Otter Wizard
|
2 | 3.9 | 4.19 | 21 | 3.58 | 97 |
ss-rare|Red|Creature — Elemental Cat
|
3 | 3.3 | 5.75 | 8 | 3.81 | 26 |
ss-common text-light|Red|Instant
|
3.5 | 3.6 | 5.00 | 18 | 4.33 | 91 |
ss-uncommon|Red|Creature — Raccoon Warrior
|
2.5 | 3.3 | 5.88 | 8 | 5.58 | 49 |
ss-rare|Red|Creature — Lizard Warlock
|
4 | 4.4 | 2.70 | 61 | 2.48 | 125 |
ss-common text-light|Red|Enchantment — Aura
|
2 | 1.6 | 10.65 | 20 | 9.40 | 250 |
ss-common text-light|Red|Creature — Mouse Citizen
|
1.5 | 1.6 | 10.47 | 15 | 8.48 | 192 |
ss-uncommon|Red|Sorcery
|
0.5 | 2.3 | 8.50 | 6 | 6.33 | 82 |
ss-common text-light|Green|Creature — Squirrel Raccoon
|
3 | 3.4 | 5.56 | 25 | 4.90 | 111 |
ss-uncommon|Red|Instant
|
1.5 | 1.7 | 10.17 | 6 | 7.59 | 67 |
ss-uncommon|Green|Creature — Raccoon Berserker
|
3 | 3.4 | 5.58 | 12 | 5.10 | 45 |
ss-uncommon|Green|Creature — Raccoon Warrior
|
4 | 3.8 | 4.33 | 15 | 4.56 | 52 |
ss-uncommon|Green|Creature — Squirrel Warrior
|
3 | 4.2 | 3.14 | 7 | 3.61 | 48 |
ss-common text-light|Green|Instant
|
2 | 3 | 6.53 | 30 | 6.92 | 146 |
ss-uncommon|Green|Creature — Frog Scout
|
3.5 | 2.6 | 7.83 | 6 | 5.13 | 43 |
ss-uncommon|Green|Creature — Squirrel Druid
|
3 | 3.8 | 4.47 | 15 | 4.19 | 50 |
ss-common text-light|Green|Creature — Rabbit Druid
|
2.5 | 1.8 | 10.06 | 18 | 8.11 | 166 |
ss-rare|Green|Creature — Elemental Turtle
|
5 | 4.8 | 1.62 | 68 | 1.79 | 87 |
ss-rare|Green|Sorcery
|
1.5 | 1.8 | 10.00 | 3 | 5.35 | 27 |
ss-uncommon|Green|Creature — Elemental Elk
|
3.5 | 4.2 | 3.25 | 12 | 2.89 | 23 |
ss-uncommon|Green|Creature — Rabbit Druid
|
2.5 | 3.4 | 5.40 | 5 | 5.87 | 64 |
ss-common text-light|Green|Artifact — Food
|
1.5 | 2.5 | 7.90 | 20 | 6.76 | 155 |
ss-common text-light|Green|Instant
|
1.5 | 2 | 9.39 | 18 | 8.15 | 175 |
ss-uncommon|Green|Creature — Elemental Wolverine
|
3.5 | 4.1 | 3.55 | 11 | 3.50 | 30 |
ss-uncommon|Green|Creature — Squirrel Warrior
|
3.5 | 3 | 6.50 | 6 | 5.06 | 51 |
ss-uncommon|Green|Enchantment — Class
|
4 | 4.5 | 2.50 | 14 | 2.41 | 22 |
ss-rare|Green|Enchantment — Class
|
4.5 | 4.9 | 1.37 | 67 | 1.56 | 91 |
ss-rare|Green|Creature — Raccoon Scout
|
3 | 4.7 | 1.94 | 50 | 2.17 | 118 |
ss-common text-light|Green|Sorcery
|
2.5 | 3.7 | 4.62 | 26 | 4.48 | 105 |
ss-mythic|Green|Legendary Creature — Elemental Bear
|
3.5 | 4.4 | 2.67 | 3 | 2.67 | 3 |
ss-rare|Green|Creature — Frog Warrior
|
3 | 4.5 | 2.49 | 47 | 2.52 | 113 |
ss-uncommon|Green|Instant
|
3 | 3.4 | 5.55 | 11 | 3.93 | 35 |
ss-uncommon|Green|Instant
|
2 | 2.9 | 7.00 | 9 | 4.94 | 55 |
ss-rare|Green|Creature — Rabbit Warrior
|
3 | 4.7 | 1.76 | 49 | 2.04 | 92 |
ss-uncommon|Green|Instant
|
2.5 | 2.3 | 8.69 | 13 | 7.36 | 82 |
ss-common text-light|Green|Instant
|
3 | 3.3 | 5.81 | 21 | 4.46 | 104 |
ss-common text-light|Green|Creature — Raccoon Warrior
|
2.5 | 2.3 | 8.45 | 20 | 7.16 | 176 |
ss-rare|Green|Creature — Raccoon Archer
|
3 | 4.5 | 2.42 | 57 | 2.25 | 97 |
ss-mythic|Green|Sorcery
|
4.5 | 4.6 | 2.00 | 2 | 2.00 | 2 |
ss-common text-light|Green|Creature — Frog Warrior
|
2 | 2.8 | 7.14 | 22 | 5.95 | 154 |
ss-uncommon|Green|Enchantment
|
0 | 2.6 | 7.71 | 7 | 7.20 | 78 |
ss-common text-light|Green|Creature — Frog Druid
|
3 | 3 | 6.48 | 23 | 6.58 | 154 |
ss-rare|Green|Creature — Possum Druid
|
4.5 | 4.7 | 1.82 | 68 | 1.83 | 94 |
ss-rare|Green|Creature — Squirrel Ranger
|
4 | 4.7 | 1.96 | 55 | 2.26 | 114 |
ss-common text-light|Green|Creature — Mole Druid
|
2.5 | 3 | 6.74 | 19 | 5.55 | 110 |
ss-uncommon|Green|Creature — Frog Druid
|
3 | 3.5 | 5.10 | 10 | 4.19 | 52 |
ss-common text-light|Green|Creature — Frog Rabbit
|
2 | 3.4 | 5.48 | 29 | 5.29 | 116 |
ss-common text-light|Green|Creature — Squirrel Archer
|
2.5 | 2.7 | 7.38 | 21 | 6.57 | 143 |
ss-rare|Green|Creature — Frog Warrior
|
3 | 4.7 | 1.79 | 39 | 2.03 | 85 |
ss-uncommon|Green|Sorcery
|
0.5 | 2 | 9.38 | 8 | 7.28 | 77 |
ss-rare|Blue|Red|Legendary Creature — Otter Wizard
|
3.5 | 2.1 | 9.00 | 4 | 4.79 | 23 |
ss-rare|White|Red|Green|Legendary Creature — Rabbit Warrior
|
3 | 3.6 | 4.88 | 40 | 4.36 | 211 |
ss-uncommon|White|Green|Creature — Rabbit Soldier
|
3 | 4 | 3.67 | 12 | 4.00 | 43 |
ss-rare|Black|Green|Legendary Creature — Squirrel Warlock
|
4 | 4.3 | 3.00 | 61 | 2.78 | 129 |
ss-common text-light|Black|Red|Creature — Lizard Assassin
|
2 | 2.3 | 8.42 | 19 | 6.62 | 165 |
ss-rare|Blue|Green|Legendary Creature — Frog Druid
|
3.5 | 4.4 | 2.79 | 39 | 2.98 | 137 |
ss-common text-light|Black|Green|Creature — Squirrel Warlock
|
2 | 2.3 | 8.56 | 16 | 6.79 | 135 |
ss-rare|Blue|Green|Creature — Frog Wizard
|
4.5 | 4.3 | 3.00 | 49 | 3.03 | 133 |
ss-rare|White|Green|Legendary Creature — Rabbit Archer
|
4 | 4.5 | 2.26 | 53 | 2.55 | 137 |
ss-uncommon|Black|Red|Creature — Lizard Warlock
|
3 | 2.7 | 7.33 | 6 | 6.22 | 37 |
ss-rare|Black|Red|Legendary Creature — Lizard Mercenary
|
4 | 4.3 | 3.03 | 66 | 3.23 | 168 |
ss-mythic|Blue|Black|Green|Legendary Creature — Frog Wizard Noble
|
4 | 4.2 | 3.13 | 31 | 3.48 | 66 |
ss-common text-light|White|Green|Creature — Rabbit Citizen
|
3.5 | 3.6 | 5.00 | 18 | 5.18 | 103 |
ss-mythic|White|Blue|Green|Legendary Creature — Frog Druid
|
4 | 4 | 3.82 | 22 | 3.14 | 91 |
ss-mythic|Red|Green|Legendary Creature — Badger Warrior
|
4.5 | 4.5 | 2.50 | 34 | 2.75 | 70 |
ss-mythic|Black|Red|Legendary Creature — Weasel Mercenary
|
4 | 5 | 1.00 | 1 | 2.33 | 6 |
ss-common text-light|Red|Green|Creature — Raccoon Berserker
|
2.5 | 1.9 | 9.75 | 16 | 7.59 | 165 |
ss-rare|White|Blue|Legendary Creature — Bird Scout
|
5 | 4.2 | 3.10 | 58 | 2.88 | 141 |
ss-uncommon|Blue|Green|Creature — Frog Druid
|
3 | 3.5 | 5.08 | 12 | 4.12 | 40 |
ss-rare|White|Black|Enchantment
|
1.5 // 3.5 | 4.2 | 3.14 | 42 | 3.49 | 170 |
ss-rare|White|Red|Legendary Creature — Mouse Soldier
|
5 | 4.5 | 2.42 | 64 | 2.55 | 127 |
ss-common text-light|Blue|Black|Creature — Rat Warlock
|
2 | 1.4 | 11.00 | 18 | 8.67 | 214 |
ss-common text-light|White|Black|Creature — Bat Cleric
|
2.5 | 3.1 | 6.32 | 31 | 5.79 | 129 |
ss-rare|Red|Green|Legendary Creature — Raccoon Warrior
|
3.5 | 4 | 3.85 | 47 | 3.39 | 146 |
ss-uncommon|White|Blue|Creature — Bird Scout
|
3 | 2.9 | 7.00 | 6 | 5.84 | 50 |
ss-common text-light|Blue|Green|Creature — Frog Advisor
|
3 | 2.8 | 7.24 | 21 | 5.11 | 115 |
ss-mythic|Blue|Red|Legendary Planeswalker — Ral
|
5 | 5 | 1.00 | 3 | 2.00 | 7 |
ss-uncommon|White|Red|Creature — Mouse Soldier
|
3 | 2.5 | 8.00 | 6 | 5.97 | 62 |
ss-common text-light|White|Blue|Creature — Bird Scout
|
2.5 | 1.6 | 10.44 | 16 | 8.07 | 186 |
ss-uncommon|White|Black|Creature — Bat Warlock
|
3.5 | 3.7 | 4.62 | 13 | 3.84 | 52 |
ss-uncommon|Blue|Red|Creature — Otter Wizard
|
2.5 | 2.9 | 6.88 | 8 | 7.06 | 71 |
ss-common text-light|Blue|Red|Creature — Otter Wizard
|
2 | 1.3 | 11.47 | 15 | 8.34 | 162 |
ss-uncommon|Blue|Black|Creature — Rat Wizard
|
3.5 | 1.5 | 10.83 | 6 | 7.09 | 55 |
ss-common text-light|White|Red|Creature — Mouse Soldier
|
3 | 2.2 | 8.96 | 25 | 8.00 | 189 |
ss-uncommon|Black|Green|Creature — Squirrel Druid
|
4 | 3.9 | 4.00 | 9 | 4.67 | 39 |
ss-rare|Blue|Black|Legendary Creature — Rat Rogue
|
4.5 | 4.6 | 2.24 | 41 | 2.61 | 115 |
ss-uncommon|Red|Green|Creature — Raccoon Bard
|
4 | 2.9 | 6.76 | 21 | 5.93 | 74 |
ss-mythic|Black|Green|Legendary Creature — Elemental Cat
|
4 | 4.6 | 2.00 | 2 | 1.50 | 4 |
ss-rare|White|Black|Legendary Creature — Bat Cleric
|
5 | 4.7 | 1.81 | 67 | 2.15 | 111 |
ss-common text-light||Artifact Creature — Shapeshifter
|
1.5 | 1.6 | 10.38 | 13 | 7.94 | 200 |
ss-common text-light||Artifact
|
1 | 2.2 | 8.95 | 19 | 8.22 | 166 |
ss-common text-light||Artifact
|
2 | 2.3 | 8.60 | 25 | 6.60 | 153 |
ss-uncommon||Artifact
|
1.5 // 3.0 | 1.8 | 9.86 | 7 | 7.00 | 68 |
ss-uncommon||Artifact
|
2.5 | 4 | 3.77 | 108 | 3.26 | 433 |
ss-uncommon||Artifact — Equipment
|
2.5 | 2.4 | 8.14 | 7 | 5.95 | 65 |
ss-uncommon||Artifact — Equipment
|
1.5 | 1.5 | 10.86 | 7 | 7.61 | 69 |
ss-uncommon||Artifact — Vehicle
|
1.0 // 3.0 | 1.7 | 10.31 | 13 | 7.78 | 87 |
ss-common text-light||Artifact Creature — Shapeshifter
|
2 | 1.8 | 10.07 | 14 | 8.07 | 184 |
ss-rare||Land
|
3 | 3.9 | 4.13 | 52 | 3.43 | 166 |
ss-rare||Land
|
3 | 4.2 | 3.24 | 63 | 3.17 | 174 |
ss-common text-light||Land
|
2 | 2.4 | 8.23 | 26 | 7.80 | 166 |
ss-uncommon||Land
|
2.5 | 2.1 | 9.00 | 7 | 6.86 | 68 |
ss-uncommon||Land
|
2.5 | 2.1 | 9.12 | 8 | 6.50 | 65 |
ss-uncommon||Land
|
2.5 | 2.4 | 8.40 | 15 | 6.76 | 70 |
ss-uncommon||Land
|
2.5 | 3.7 | 4.75 | 8 | 4.53 | 45 |
ss-uncommon||Land
|
2.5 | 3 | 6.60 | 5 | 5.79 | 67 |
ss-rare||Legendary Land
|
0 | 3.5 | 5.25 | 4 | 4.57 | 29 |
ss-common text-light||Land
|
2.5 | 2.5 | 8.10 | 20 | 6.32 | 145 |
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: