You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
This isn’t here for Limited. You don’t really want to use up a card to hate on the graveyard and stop noncreature spells for the turn most of the time. It is kind of reasonable as a sideboard card in situations where your opponent has lots of graveyard action I guess, but even then I’m not ultra impressed with such a narrow hate effect that doesn’t really give you a card back.
This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
It is a bit of a bummer that this guy doesn’t count himself, so the floor on the card is a pretty ugly 5-mana 3/2. However, the ceiling can be pretty silly, as he can really enable you to ramp into artifact stuff or sink mana into activated abilities. Generally speaking, there are lots of ways to make use of power stones in the set!
This is a strictly better Glorious Anthem, which is pretty sweet. These days, Anthem isn’t nearly as good as it once was, as we often expect a creature for a similar cost that also buffs the whole board! That said, buffing your whole board is pretty darn good, so the fact this can also be a removal spell later in the game is pretty amazing.
When you break down the various things you get when you pay three mana for this, you feel pretty good! I think you will amost always want to make the 2/2 and then choose another option. A three mana 2/2 that draws me a Plains? Yep, that’s good. A three mana 2/2 that puts a counter on something and gives it double strike until end of turn? Yep, that’s good. A three mana 2/2 that gains you 2 and scries 2? That’s good too! This is just a great turn on your mana investment. Nothing it does is gamebreaking of course, but you will often feel like you’re getting 2 cards worth of value when you cast this.
Paying 4 for this doesn’t seem amazing, it gives you a bit of card selection and will put one thing in play. Once were’re talking about 5 or six mana, though, I get a little bit interested. That said, your deck will need the right make up for this to actually give you the value you want, and even then I feel like there’s a reasonable chance you wiff on hitting two artifacts or creature cards with the right mana value. This is definitely going to be clunky sometimes, but the fact it usually adds something to the board does make up for that a little bit.
This is at its best if you go mono-white, and at the very least you do need to be pretty heavy into White – like 10+ Plains – but as long as you can use this to consistently hit things with a mana value of three or less, it is going to be a very good removal spell, and I think that is certainly something most decks can achieve. It gets better if you go harder into White, of course.
This is going to be great in this format, mostly because you’ll usually be able to destroy an artifact when you play it, setting up the all-important 2-for-1! A three mana 2/1 with Vigilance isn’t very exciting, but it is a body that matters a little bit at least! The card draw effect can end up being quite nice too, especially because you can use it in a way where you get to use the new card first, helping to mitigate against the downside of your opponent drawing.
This will usually be a 4-mana 3/3 that gets an artifact back from the graveyard, and that’s pretty good! White is unusually good at loading the graveyard, especially if you’re going with the Black-White deck, and the format has lots of artifacts, so it seems very doable. There aren’t a lot of legendary creatures in the set, so triggering it more than once isn’t going to happen very often.
These effects have been playing pretty well lately, and I think that’s probably the case here too. Blanking removal and various other effects while also improving a creature’s ability to win combat is pretty solid.
Six mana is a bit more than I would want to pay for four tokens at Sorcery speed, but the fact that these tokens are Artifacts makes it significantly more impressive that it might look at first. It helps you go wide and triggers your artifact things.
I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Shutting down your opponent’s ability to interact during your turn is pretty nice, as it really allows you to do stuff without fear of your opponent messing something up. On her own, she will generate one soldier token and she’ll just make more every time you attack, and you’re likely to have a few more around as well.
A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Trading this off and getting a powerstone in the process seems fine.
Arrest is always nice, and this comes with Scry 2 upside, so it is certainly premium. The format does have a sacrifice deck, which weakens a card like this, but it still looks pretty darn good.
If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
This has nice base stats that can allow it to do some significant damage early, and a mana sink ability that can do some pretty serious work in the late game. It is definitely the least useful in the middle part of the game, when it isn’t big enough to matter and you don’t really have the mana to spend on the ability.
5 mana to reanimate something is usually a pretty disappointing card in most Limited formats, and this can’t even get back creatures if they aren’t Artifacts. While it is nice it can get both Enchantments and Artifacts, leaving creatures out is a pretty big problem, as it makes the card even more limited. If you have a lot of artifact creatures, it definitely gets better – and it can be kind of fun to use it reanimate a creature with Prototype, since they will come into play in their biggest form – and milling something like Su-Chi and reanimating with this on turn five seems pretty cool, but unfortunately I think those things will be far too challenging.
This is a lot like Luminarch Aspirant, and this is good company to keep! A counter every combat really improves your board in a hurry – and it can do it the turn it comes down, which usually means you can get something out of it before your opponent manages to kill it. Generating tokens when your stuff dies is nice too, and means you’ll usually have somewhere to put the counter. It can of course put the counter on itself too.
This is interesting. It is mostly just going to generate tempo for you when you use it on your opponent, since they will ultimately be able to cast the card – just for an increased tax. Using it on your own stuff is certainly a thing, if you want to rebuy ETBs and stuff, but you still have to pay the cost for the card again, which is way worse than just blinking or flickering something. It is basically a White version of a bounce spell in a lot of ways – though making them pay extra does make it better than straight up bounce in some ways. Ultimately, you’re going to get nice tempo but go down a card when you cast this.
Paying one more mana for Oblivion Ring is already a pretty good deal, but you actually get a return on your investment in the form of life and a powerstone! That’s obviously amazing, and allows this easily to reach premium removal status.
Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
This is a pretty nice artifact payoff, as sending your best creature into the air can result in combat shifting much more in your favor! It even counts powerstones and the like, which is nice
This is a pretty nice engine if you have a bunch of cards that can trigger it. Luckily, it counts creature tokens as well as creature cards with a low mana value, so building around it seems pretty doable. The turn you play it will be kind of miserable sometimes, and it never actually adds to the board, and those are both problems – and even drawing like 2 cards of it won’t feel insane, since it is basically Divination at that point
Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
This is great either way you cast it! Both give you fairly efficient bodies for the cost, and both can put counters on themselves. There are a few other Assembly-Workers in the set too, of course, but most of the time you’ll just be putting the counter on the Assembler. This can get out of hand in a hurry, especially because thanks to VIgilance, it can attack, block and use its ability every turn cycle
This looks like a great Uncommon. A three mana 1/1 with Double Strike that draws you a card is amazing, as you get a pretty nice 2-for-1, as a 1/1 double striker can trade with X/2s, and can really make life difficult for X/1s. The Double Striker also loves it when you augment its stats of course. That card would already be a great Uncommon you always play – so the fact you can pay more mana late to make it a bigger double strike is some sweet upside.
This is a bomb. It has really solid stats, the ability to generate creature tokens, and the ability to draw you cards! Don’t forget you can use power stones to power out those 1/1 tokens either! It really isn’t a pipe dream to be drawing cards with this, and it will often just get you that card when it comes down, immediately insuring you get a 2-for-1 at the very least. And, if you untap, you can start making more tokens and drawing more cards! Unearth is some nice additional value, as bringing it back will almost feel like Blitz – in the sense that you probably get to draw a card with it before it goes away.
A 4-mana 3/1 that makes a 1/1 token is a playable card, especially in a format where one card making multiple artifacts matters. So, the fact it can Unearth and leave behind some permanent value in the form of that 1/1 is some nice late game upside to have.
This is a bomb. If you pay three for it, you get a super efficient creature who can give keyword abilities to your creatures – this can include itself, by the way, which is great! It makes your board sooo much better for a very low investment, and it can give a keyword ability right away! Then if you cast it the normal way for 6, you get a creature that is less efficient overall, but obviously – much larger. This is also strong enough to include in your deck even if you can never cast it as a Prototype
A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
This is a nice sweeper, especially because it deals with so many permanent types! If you happen to have a planeswalker it can be super silly, since getting to search one up to play it after the dust settles is completely absurd. You won’t do that very often, though. Like usual, sweepers can be a little bit awkward, as they don’t slot easily into aggressive decks, but the impact this card can have on the game is basically unrivaled. The problem, as always with sweepers, is that they are pretty bad if you’re ahead or at parity, and only good when you’re behind.
One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
This will be pretty sweet to play on turn one, because it is likely to get in and buff other creatures in the process. However, even with Unearth, it has diminishing turns as the game goes on, because it just won’t survive attacking on very many boards. Basically, you end up paying a couple of mana to buff a creature twice, and I’m not super impressed by that. It is both an artifact and a soldier, which this format cares about, and that helps some.
Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
This set might have a lot of artifacts and enchantments in it, but I’m still thinking this is a bit too narrow to be good in your main deck. It can counter activated or triggered abilities, which gives it some additional uses – but it is often hard to get a full card back when you counter one of those. Yeah, this still feels like sideboard material.
5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
This has decent base stats, and a couple of nice abilities that work well together. The idea is, you’ll use the first ability to bounce an artifact to your hand, and then ont he next turn make a copy of that artifact when you cast it again. Now, three mana is a pretty big cost to play to make a dual copy, but in the late game Drafna is going to do stuff that really wins you the game, and it is also fine on turn two.
This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
I don’t love this if you aren’t basically mono-blue. If you cast this with three Islands in play – a pretty common occurrence in your typical two-color Limited deck – you aren’t going to be very happy. By the later game it is likely to do a little better, but because you have to discard two you need to be drawing at least 4 with this consistently, and even that doesn’t feel great.
It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
This has a neat design, and it seems like she will draw you a card often enough to be pretty good. It is a bit of a bummer she doesn’t count creatures, as those are likely to be the most prevalent type in your deck, but you have a pretty good shot at hitting artifacts with her too. Some Blue decks will undoubtedly also have enough instants and/or sorceries to make her work. But yeah, seems like she will draw you a card about half the time, and that’s pretty strong. She can actually draw you multiple cards too, if you cast multiple spells with different noncreature types during your turn.
These kinds of cards usually disappoint in Limited. Bouncing all nonland permanents just doesn’t actually do what you want it to mot of the time. You spend a card and set yourself back. And yeah, you set your opponent back too, but it usually isn’t by enough – especially because they will typical get to rebuild for you! The whole “End the turn” part of the card is sort of interesting, as it can functionally be a counterspell since it empties the stack and doesn’t let the cards have their effects – and that is certainly some nice additional upsid – as is the fact that you can cast this on your opponent’s turn – but to do that you have to pay ten mana. If you can get there, this can basically function like a time walk that bounces the whole board which is pretty powerful, but that is just so much mana.
This makes the creatures you target with it tapped for three different attacks on your part, and that’s certainly pretty potent. The downside is that this doesn’t fully remove the cards, only temporarily getting them out of the way, and sometimes you’ll still have static and activated abilities to worry about. Still, with a Prowess deck in this format, this seems like a nice play in that type of deck.
This is a neat ability, and if you can find a way to mill yourself out, this can effectively let you choose what you draw every turn! Before you get to that point, though, you just have an overcosted creature whose ability won’t be impacting the game for quite some time. Basically, in the most controlling deck ever this is a pretty real win condition, but that kind of deck often doesn’t exist in Limited.
A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
This is incredibly powerful, since it will just let you rip through your library and grant you absurd card advantage. It does cost 8 though, and you can’t use Powerstones to cast it, so it doesn’t get the boost that some other expensive cards get in this format. How good this is will come down to how possible it is to build a non-artifact focused ramp deck, and it will also depend on how slow the format is. My guess is that it is a mistake to think of this as something that will be easy to cast in most games, which really limits how good it can be. It is the kind of card I am going to take with a high pick early in the format to give it a try, but if I were being responsible, I think I would take it significantly lower than that since it seems pretty iffy.
This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
This is great. It has a nice stat-line, cranks out soldier tokens, and can even draw you cards! Obviously, it makes soldiers on its own and is a soldier itself, but there are plenty of other soldiers in the set too. This can quickly get out of hand.
I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
This is a solid card that will slot nicely into the spell decks and the artifact decks – especially the ramp-oriented artifact deck. Three mana to draw two and discard one on its own on an instant is usually kind of alright, and I do think the Powerstone upside here is enough for this to be a one-of in most Blue decks in the format. Any noncreature spell that draws you cards will be welcome in Blue-Red too.
This is quite the Aura! +1/+0 and Flying is going to make a lot of creatures problematic, and because you get to draw a card when your creature attacks, it helps get around the dangerous 2-for-1 downside that is inherent with an Aura. If the creature you put this on is allowed to continue unchecked, you’re just going to win.
This is a bomb. The 0 ability is effectively a +1, and he gains 1 loyalty every time you draw a card in general, so he’s going to be able to gain loyalty pretty effectively, especially if you have some other draw effects. Meanwhile, his -2 creates a very real creature who does a great job of protecting him – and it also grows throughout the game. The ultimate probably isn’t going to happen very often in Limited, but obviously if you do get there it stands a pretty good chance of winning you the game, since it takes away everything but a single nonland permanent.
This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
I am already in on a two mana 2/1 that makes a Thopter token when it dies, so adding the card draw upside here is just gravy!
A three mana 1/3 with Vigilance that can loot is a card you’ll always play, so I love the upside you get when you discard artifacts. You won’t always want to do that of course, so I mostly see the ability as sort of softening the blow of having to discard a real card instead of a land – though you will go for the powerstone when you have something amazing to ramp into.
You’ll probably most frequently choose to make a creature token and Scry 1 and draw a card. And, if that’s what this always did it would certainly be a B. After all, that has a good chance at being a 2-for-1! The other two modes are a bit more situational, but debuffing an entire opposing board can be powerful in the right situation, and sometimes you’ll want a powerstone to ramp into something powerful.
Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
I really like this design, and think it actually makes for a really good Blue removal spell. Only paying one mana when the creature is tapped is perfectly reasonable, and sort of “kicking it” to tap the creature down for 4 mana is fine too. The creature can still do all kinds of stuff, unfortunately – like use abilities, be sacrificed, and so on – so it isn’t really premium.
We have seen a three mana 2/2 Flyer with Prowess before, and it was really good, and I think this will be too. This will be a 3/3 a significant chunk of the time, and any time you attack your opponent with it they have to consider the threat of activation, often making it very hard to block this.
You will always play a two mana 2/1 with flying and Flash, so the additional effect is a great thing to add! You can use it to save a creature from removal, or to rebuy an ETB ability – the soldier bonus is nice too! But yeah, you won’t always have a reason to use the bounce effect.
Playing this for three and copying a cheap spell is going to be a great feeling, and it is certainly doable! Casting it the regular way also gives you even more options from the graveyard, though obviousy that is a much bigger investment.
Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
A 4-mana 3/3 that can copy any creature or artifact you contro is pretty good. It won’t ever be worse than a 3/3, and it doesn’t take that much in addition to that stat-line for you to feel like you’re getting a decent deal. Just add a key word, static ability, or ETB ability and you’re doing fine. The flip side of course is that if you have some really big creatures it will be smaller, but that’s okay.
A 4-mana ⅔ that scries 2 is a 2.5 at very worst. Scrying 2 isn’t that far off from drawing a card! So, the fact it has late-game upside as an 8-mana ⅘ that Scries 4 is pretty nice.
This looks great – it is a two drop that has to be answered, or you just lose. You can basically make this an unblockable three mana 3/2, and that’s a card you always play in Limited – but it is even better than that, because you can pay that three mana in two separate installments and it has two other abilities! A 5/4 that can’t be blocked ends the game quickly, and if it isn’t doing enough on its own, you can even draw cards with it!
You have to pay six for this and not add to the board – and you even have to wait a whole turn to get it going. However, it effectively draws you two extra cards every single turn, which is of course absolutely absurd. You’ll just Scry 2 cards to the bottom of the library with this basically every time since you effectively draw 2 when you do that. It can even get sillier with more Scry! It is going to be pretty hard for you to lose the game if you make it to your next turn after casting this. Having to wait for that whole turn definitely hurts the Anchor’s stock, as does the fact it costs three blue mana – but I still feel like this sneaks into the lower bomb range. It just generates so much card advantage. You can even use powerstones to cast it, though obviously they aren’t going to help you with that triple Blue.
Milling just isn’t a viable strategy in most Limited formats – it happens sometimes – but I don’t think its happening very often here. Hitting half of an opposing library with every attack is definitely sweet, and even if your opponent kills it, you can Unearth it! But it isn’t really going to mill your opponent out very often. It has mediocre stats too, which make it hard for it really attack that effectively very often. It is better than some cards that are all in on mill, because at least in this case you get a creature, and the repeatable nature of the mill trigger definitely helps too.
A one mana 1/1 Death touch is basically always a 2.5 – costing a tiny bit of mana and trading with anything is always nice -- and this one has tons of upside! Generating powerstones in exchange for creatures is useful, but Ashnod having to attack to trigger that effect isn’t so good. But that’s fine, because most of her power comes from her ability to generate Zombie tokens, which is quite the engine
Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
In addition to having a cost reduction built in, this activated ability will feel cheaper in this format than it would normally thanks to power stones. This seems like a nice win condition for the graveyard decks in the format.
Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
This is a pretty sweet reprint, and it gives you a very good reason to go really hard into Black, especially if you get multiples! This can be a very real win condition or an excellent removal spell. While it is costly and a Sorcery, all the life it can gain you is enough to outweigh that. You probably need to be doing 4 with this for it to feel decent, and 5+ to feel like you’re really getting there. Now, if you aren’t a deck running 13+ Swamps it is going to get significantly worse, so keep that in mind
Tutors don’t tend to perform very well in Limited, and I don’t think there’s an exception here – even at two mana. This is mostly because you have 2-for-1 yourself to make it do its thing, and while some decks in Limited have powerful enough cards to make that worth doing, you won’t usually have such a card. If you can find a way to sacrifice something worth less than a card – like a creature token, it gets more interesting – but still not good
The idea here is that you can search up stuff that you can get value out of while it is in the graveyard, and there are certainly Artifacts with Unearth in this set – but the fact it doesn’t let you search up creatures more broadly is a little frustrating, especially because the Black-Green deck in the format demands creatures be in the graveyard in particular. Still, lots of Artifacts in the set are creatures, so it will be able to help out that kind of deck a decent chunk of the time. The stats are bad, but I feel like this ETB will feel like you’re drawing a card
As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
This is a very efficient way to disrupt the opponent, and it can hit a whole lot of cards in the format. I’m usually not super high on discard, but when it gets down to a single mana and allows you to hit the majority of cards in the format, I’m on board. It is nice that you even get to exile something, which will often at least take away something with Unearth or something like that. That isn’t quite a 2-for-1, but if you hit a card in hand and a card they could use in their graveyard, you’re getting a good deal. Don’t get me wrong – it still isn’t great. The fail case on the card – where you don’t hit anything - is still pretty ugly and will feel like you’re mulliganing
Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
This is bad. Sure, you get to draw some cards, but giving your opponent a permanent is pretty bad. And you might be saying “Well, give them something that isn’t good!” Well..if you’re giving them a one or two mana card, it still isn’t really worth it, since you draw way fewer cards – and you still used a card to give your opponent a permanent, so you’re starting way behind when you cast this. It does work in an interesting way with Unearth, but you have to pay to Unearth the creature and cast this, which is a big ask. I guess if you feel like you have enough removal in your deck, using this and drawing into that removal could be alright, but I think overall, this is just a card to be avoided.
Every single time you have a creature hit your opponent, you can pay 1 life and draw a card. And that ability gets going right away, so the turn you play Gix you can try to take advantage of the ability – and that set up just means having played a two drop, so it isn’t asking for much! You probably win the game with the insane card advantage this gives you before you ever really need to use the other ability – but obviously, you are going to draw a bunch of cards, so you can also discard a bunch and pay 7 to cast cards from your opponent’s library for free, which is insane. This is a bomb – it isn’t that hard to generate value with it before your opponent ever untaps, and if they don’t kill it quickly, it will end the game in your favor
Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Like the other commands, this looks pretty darn good. You’ll frequently want to make your opponent sacrifice their big creature, and that effect alone isn’t worth much less than five mana – so everything else you can get is pretty sweet, and most of it is very impactful. Making a creature bigger and giving it lifelink until end of turn can really change the game, as can sweeping away small creatures or returning two creatures to your hand from the graveyard! This can give you a 3-for-1 a few different ways, which is sweet – even if it is a bit clunky as a 5-mana Sorcery.
This is a solid, if unexciting sacrifice payoff that will work especially well in the Black/Red deck. It starts with decent stats and a few counters are enough to make it a threat
If you took away the first or second ability of this card, it would still be really good – so the fact you get both the ability to drain your opponent’s life any time you draw your second card and this reanimates something directly to the battlefield is nuts. This will potentially win you the game if it stays in play, and if your opponent deals with it…they get 2-for-1’d
This is a nice little payoff for getting creatures in your graveyard, a strategy that looks to be well supported in the format. I do wish this enabled itself a little bit, like by milling a single card or something – but it will be able to grow with relative ease in Black/Green decks especially
This gives you a bunch of little stuff, but getting all of it for one mana is a pretty decent deal! One mana 1/1s that can give -1/-1 to something when they die are usually pretty nice, as they can trade up for X/2s or even get a 2-for-1 if your opponent has two X/1s. The fact it mills sets up a couple of different Black decks in the format too
As usual, this is a premium removal spell. Yes, the set has lots of Artifact creatures – but that was true last time we saw this card too. It still kills 80+% of the creatures in the set at a very efficient rate
Paying three mana to draw 2 and pay 2 life is a solid card in most Limited formats, so having the option of using this to sweep away some small creatures is a nice addition
This is a very impressive Uncommon. The Blue-Black deck in the format is all about drawing extra cards and getting value out of it, and this is going to be your premier payoff for doing so, because its crazy! Not only does it get larger and larger – which is great on a Flyer – it also lets you reanimate something when it dies. Directly to the board! And sure, your creature needs to have high enough power to make it happen, but because it is “less than or equal to” just getting it to 2 power will often allow you to reap the benefits and get that 2-for-1. So yeah, if it stays in play it wins the game by attacking, and if your opponent deals with it they get 2-for-1’d. Yeah, I wouldn’t have been surprised if this were a rare – but its an Uncommon..one that I think is better than most rares.
This is a very cool and flavorful design, and I think actually a pretty good card! You get to pay 4 mana to draw three at instant speed, and that is some serious business. And yeah, there’s a mini-game aspect to it, where you try and get your opponent to give you the better pile, and that will be tricky sometimes – but the fact is, you walk away with three cards and you also get to load your graveyard, which definitely matters
There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
This is a pretty sweet two mana 2/2. It can buff itself quite easily and effectively. Don’t under estimate how much easier it is to pay a single colorless mana for the buff than it would be if it cost colored mana – this is especially true in a world of powerstones. Basically, it stays relevant all game long thanks to its ability to buff itself, and the exile clause definitely matters in a format with Unearth and various other graveyard stuff going on
This is a bit expensive for a trick that only boosts toughness by 1, which means that oftentimes your creature will also die, but it definitely makes up for that by drawing you a card. In situations where you creature does survive, you get a 2-for-1, and in situations where it doesn’t, you break even while gaining some life. It also draws you a card, checking the box for the Blue-Black deck. That seems fine to me
This is a really cool design for a reanimation spell. We see 5 mana reanimation spells all the time, and most of them are duds because the set up of having something worth reanimating in your graveyard is surprisingly challenging in formats without a dedicated reanimator-type deck. This makes up for that in a big way, since you can reanimate 3 mana things for only two mana. In other words, setting this up so it is actually worth using is way, way easier than most versions of this effect we have seen before, and it still has the same super powerful top end of being able to reanimate a massive bomb or something. Black decks look well-positioned to take advantage of this. I’m pretty high on this
A card that was always 5 for this effect is probably a 3.0, and this will often cost significantly less, especially in graveyard decks. Just getting it down to 4 is pretty much getting you to the premium level, and it will often be even cheaper
This is a reprint, and it was bad last time.. The problem is that your opponent can find ways to set up situations where it is easy for them to choose an option that doesn’t really hurt them that much. There are definitely times where playing this can be a huge problem, but there are also plenty of times where playing this has a minimal impact on the game – and those will be far more common.
In case you didn’t get it from the card’s name, the ideal thing to do here is going to be to sacrifice a powerstone. In that case, you aren’t using up a real card – and that’s good, because giving up a real card to cast this is pretty bad. It is basically a wore bone splinters, and it isn’t like bone splinters is an incredible card. I still think this falls below premium removal because of the set up needed to make it decent
This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
A two mana 3/1 that hates on the graveyard will pretty much always make the cut, especially one that’s an artifact! Unearth and other graveyard action is a very real presence in the format, and being able to take one of those away from your opponent will feel pretty nice! It can even Unearth on its own to take a card out of it has to, and a 3/1 is an effective attacker on many boards
This kind of creature almost always seems to underperform, and I think this version is worse than most cheap creatures who make you pay mana to get them back from the graveyard. The idea here is that this is something you can sacrifice over and over again, or that you can get value out of if you discard or mill it, but it is just so clunky. You have to pay 4 mana every time to get it back in play, and that’s pretty dismal, even with powerstones. What’s more is, a one mana ½ isn’t that relevant for that long anyway
+1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Both options here are great! If you can cast it on turn three, it is going to be a real problem for your opponent. It represents a problematic threat that will quickly make the gap between your life and your opponent’s insurmountable! And the fact it has Ward means that even if your opponent can kill it, they have to give up some life. Obviously, casting this for 7 in the late game is going to be even better a lot of the time, as it becomes a 7/5 – which also means the Ward is even more painful! Interacting with the 7/5 version of the card is a nightmare, since menace and lifelink will make it very hard to take down profitably, and it isn’t like your removal will feel great either thanks to Ward
This is a creature that can attack pretty effectively on a lot of boards, and you can get it back from the graveyard as a 4/2, which is pretty nice – especially because powerstones will help you out some there. Like I said, not being able to block can be a problem, but if this is a 4/2, you can just throw it at your opponent on many turns and they usually can’t just ignore it.
This is a fun reference to Phyrexian Rager. When you cast it, it is a little bit worse, since you pay one more mana for the same effect – but the Unearth side of things means this bad boy gives you a 2-for-1, and that’s pretty nice.
There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
This sort of feels like a fixed version of Skullclamp. It isn’t quite as busted as that card was of course, but this is a very powerful card, especially if you can consistently only pay a single mana to equip it! +2/+0 is enough to make many creatures a threat, and your opponent will absolutely hate the idea of trading with anything this is equipped too. So, you’ll put them in a bad spot – where they have to take a bunch of damage, or get 2-for-1’d! Sometimes they will be able to chump of course, but you’re still coming out ahead there. Because the equip is so cheap you can also move it in the second main phase very commonly, making another creature a better blocker that can generate a 2-for-1. Even paying two to equip it is pretty darn good, so you’ll always end up playing this
This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
This is a neat take on a Tormented Voice-type effect. While the UR deck in this format cares about spells, it actually cares about all non-creature spells, so this will still trigger them like Tormented Voice would. The ability to give haste to your whole board will come up sometimes too. I think you probably cut this most of the time in any deck that doesn’t care about spells, and even in the spell deck it probably isn’t the card you’re happily shoving in your deck
This looks pretty good, as each of the modes can really decimate a decent chunk of decks in the format. Clearing out a bunch of soldiers or other small creature is going to feel really good, and blowing up cheap artifacts – including power stones – is going to be nice too! Obviously you want this more in a deck where you can always choose a mode that is fairly one-sided, but both of those modes are powerful enough and flexible enough that I’m taking this pretty highly
A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
This looks pretty great. It gives an amazing boost to a creature, making virtually anything into a threat, and the fact that it returns to your hand when that creature dies helps get around the dangerous downside most Auras have. It isn’t quite Rancor, though. It only returns to your hand when the creature dies, not when this Aura goes to the graveyard. So, You do have to worry about your opponent removing the creature you target with it, as the potential for getting 2-for-1 is very real! But if you time it right, your opponent will have a hard time ever coming out ahead against this. Most of the time, it will just keep making another creature into a serious problem, giving your opponent a real headache
Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
As usual, land destruction tends to be pretty bad in Limited. There aren’t enough powerful nonbasics around, so you find yourself just destroying regular lands, and doing that for six mana isn’t really where you want to be. Land destruction at that stage often has a minimal impact on the game. And sure, this adds a bolt to the face and can kill some X/1s, but I still don’t feel like its enough to play this thing
This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
A two mana 2/2 with Haste is probably a 2.0 taking away blocking probably knocks it down to a 2.0 – but this thing has some nice upside. When your opponent can’t do anything but trade with it, they will definitely be taking the 2 damage, otherwise you’re going to get 2-for-1’d. Once they can just block it without losing a creature, they will – but you’re going to get some pretty nice card selection and you will effectively draw a card. The real sweet thing is to find a way for it to take damage and survive – this can be accomplished if you use some tricks and stuff like that, and that’s when it will feel really great, though don’t count on always being able to do that. Basically, you can always attack with this and get something out of it, whether your opponent takes 2 or blocks it to kill it
A three mana 4/3 with Trample is a nice aggressive creature, and shutting down lifegain matters sometimes too
This seems like a pretty nice sacrifice payoff at Common. A 3/2 with Menace can swing effectively for a long time, and sometimes it will be bigger! At the same time, it will also be a ½ a decent chunk of the time, and that’s not so good
A two mana 2/2 with Menace is a pretty sweet rate, so the fact this hooks you up with a powerstone is big upside – even if you have to give up a powerstone when the Stoneeker goes down
There are a few cards in this set that really want you to lean into a more mono-colored direction, and this is certainly one of those. The nice thing about this kind of card is that on a lot of boards it does actually impact the board right away, as it makes all of your red and artifact creatures into significantly better attackers! You won’t always have a board that can take advantage right away of course, and if you aren’t a heavy Red and/or artifact deck this just won’t be worth it anyway
This looks like a pretty nice Uncommon. Looting is a great ability to have around in Limited, as it improves the quality of your draws – and Mishra here pays you off a little bit for discarding artifacts, since he can give you mana back. I’m not sure how often it is going to be optimal to do that, but it is nice to have the option. The stat-line is a little rough, as he can die to pretty much anything, including spells that cost 1/3rd what he does, but at least having Haste means you can usually do something with him right away
If this was always just an X spell that could hit any creature, it would be a 3.0. That kind of effect never feels efficient, but the fact it scales all game long makes up for that. And yeah, you’ll almost always want to choose the removal option and that’s what will give you the most value. However, you also get a whole other effect! Most of the time the planeswalker part doesn’t matter, but buffing one of your creatures or reloading your hand can be pretty darn nice. If you just imagine that this is always doing X damage to a creature and giving you one of those other effects, you’re talking about something amazing – and you get options!
This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
You are overpaying for both modes on this card – usually each of these effects costs three. You do get some modality here, but the token effect is generally underpowered while the mass pump effect is narrow, so I think this will get cut a fair bit
This is a pretty spicy reprint for constructed! It isn’t nearly as good in Limited, though. It just isn’t that easy to load up on enough spells to trigger it, and it also has diminishing returns as the game goes on. That said it is still solid, just not “one of the best Limited one drops ever” good
This is great removal. Two mana for 4 damage is an incredible deal as always, and the exile clause carries real value in this format
This isn’t good for Limited. You can try and have more nonland permanents than your opponent when you cast this so that, in theory, you come out ahead. However, having that sort of control over a game isn’t easy, and even if you get fewer permanents, your opponent might actually get better permanents. It is just too random, and not the kind of thing you want to be doing if you’re trying to win the game consistently
This looks pretty sweet. There are plenty of artifacts to sacrifice, including the powerstones that can help pay for the ability, which effectively makes this say “Sacrifice a powerstone: It gets +1/+1 and deals 1 damage to an opponent.” The ability is just very affordable, and this creature attacking with a few artifacts in play is going to be a pretty sizable problem. Love that it also damages the opponent, giving it the capability of doing some very significant damage if it goes unblocked
We see these sacrifice effects a lot and they are usually kind of a pain to use, since you 2-for-1 yourself! But this gets around that by replacing itself with a draw a card effect. You can also hit any player with it, so it can finish someone off which is cool. Now, it still does require some set up that is surprisingly awkward sometimes – like you need a creature with high enough power or some sacrifice synergy or this can fall pretty flat. It is an Instant, so you can use it in response to removal and stuff which helps
This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
This isn’t especially impressive to me, even if you end up in mono-red – and it is pretty much unplayable if you’re not in mono-red. Sure, it can get some high power, but without evasion to take advantage of it, I’m not that excited about it. And yeah, it only costs two mana, but the fact it only starts doing its thing once you have four mountains is a pretty big hurdle
This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Take away the enter the Battlefield ability, and the card is a B. Decent flying stats and firebreathing make it a formidable finisher. That ETB is an incredible one though. It will either kill a creature or finish off the opponent, and both are awesome options! This is a 2-for-1 that has a massive impact on the board right away, and then can easily close out games
5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
Drawing an extra card every turn is great, and I like that you get a Powerstone if you hit something you can’t cast. Now, tapping out for this can be dangerous in some situations, but if you get to untap, it is going to generate enough value to win you the game within a few turns
This is a solid trick, as it will usually keep your creature alive, kill the opposing creature, and even do some trample damage! It gets better in a set with Prowess and other spell payoffs
A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
So, a three mana ⅓ with Flying that can raise its power is probably a 2.5, and an 8 mana 5/5 Flyer with that ability is probably a 1.5. However, a card that can be either of those things is significantly better, especially in a set with an Artifact theme!
A 7-mana 8/6 with Menace is no joke..but it isn’t so good that I like the fact that it punishes you by making you pay three mana just to untap it. The Unearth upside is sweet of course, as your opponent has to account for it or end up dying in the late game, but the untap tax is enough for me to really feel like I won’t always be happy about playing this
Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
This is kind of cool, as it gives you an artifact that can draw you two cards – which yeah, that’s a 2-for-1. Problem is, when you Unearth it and sacrifice it you have to pay three mana upfront, which reduces the number of things you can actually play with the card, but at least you can play lands off of it! Sometimes you’ll also be able to treat it as sacrifice fodder, which seems fine
An easy to cast three mana 2/2 with Double Strike is a 3.0. That’s just a great rate for the cost! That means you’ll play this in decks in this format even if you can’t produce Red mana, because the format has artifact payoffs and this is just a good card without Unearth. That said, in an ideal world you can also access that Unearth upside, because it is really powerful! Not only do you get a threatening creature back for a turn, you also get to reload your land late. Now, the Meld upside on the card is pretty close to irrelevant, as getting this Rare and the Mythic Rare Mishra, Claimed by Gix is highly unlikely in Limited. Especially because each of those cards is pretty good all on its own, so it isn’t like they will be floating around for someone to grab both of. So, you may as well treat that as flavor text. Luckily, the card is great without it!
A three mana 2/1 that rummages when it ETBS is probably a 1.5, and I think adding Unearth to the mix is some real upside, since you get the ETB all over again. This looks like it can nicely set up graveyard and artifact payoffs.
5 mana for three 2/2s with Trample and Haste is a great deal – that card is probably a 4.0 – and if you happen to get 9 mana, you also get a nice deal of 9-mana for three 4/4s with Trample and Haste. You will be able to get to 9 a decent chunk of the time in the format thanks to powerstones. You do need to be able to prototype this thing to run it in your deck, though, as only limiting your self to the 9 mana option is a massive downgrade
With all the power stones around, this ability is going to overperform – between the fact that they can pay for the ability and the fact you can animate them! This is a good place to sink mana
This seems like a bread-and-butter Common for Green decks. It has passable stats and gets you some power stone ramp going.
This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
This creates an army of Dryad Arbors, which is pretty cool! This gives you a ton of bodies that also happen to ramp you. It seems like this is pretty good at most stages of the game. Paying 4 total mana to get two 1/1s that can tap for Green is pretty solid as they will help you build out your board in addition to adding to the board themselves, and in the later stages of the game you can crank out a whole bunch of bodies
This is a reprint, and it is not especially good in Limited. It can offer a huge boost, especially if you’re heavy Green, but it doesn’t do enough to mitigate against the downside of getting 2-for-1’d. There are some good targets for it in the format for sure, but having one of those targets in play is additional set up in addition to needing a bunch of Forests!
This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
This has some reasonable stats and does a good job of loading your graveyard
This is quite nice! If this were two separate cards, you would end up playing either of them and they would be around a 2.5. Neither of them is incredible of course, but fixing your mana or using it as a one mana removal spell is good, even if the removal option does take you a bit of work, since you need a creature that is big enough to survive fighting – and you have to be careful about interaction. Still, giving me a card with an option between these two modes for only one mana is sweet.
Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
This has a neat design, but I feel like it is mostly a sideboard card. This set will have a few different archetypes focused on Artifacts, and bringing this in against them is pretty good. It will usually feel well worth it to give your opponent a 2/2 and destroy a bunch of stuff. You don’t want to run this, though, if you’re interested in running Artifacts yourself – you want to use it when it is fairly one-sided. It isn’t good enough against enough decks in the format to main deck in an artifact-lite Green deck either, though
As there are plenty of sweet artifacts to ramp into in the format, so this will often precede you slamming a scary 8 drop on to the battlefield! Of course, it doesn’t really impact the board immediately, and that can be a problem – but gaining 3 life when you cast this makes it more likely you can endure a hard hit on your opponent’s turn, which makes it more likely you untap and slam an 8/8 on the table.
The Shaman starts with passable stats, and comes with the ability to search up creatures which is great. Now, that ability is significantly weaker than it might look at first, mostly because you have to give up a creature to get a creature, so you’re really just getting card selection. Card selection is great of course, but you have to weigh whether using the ability is worth more than just casting the creature. The answer to that is usually dependent on the contents of your deck and whether there are any creatures who are better in a given situation. If you have a bomb creature or two, this gets far better. One nice thing here is that the Shaman synergizes well with the format’s Black/Green deck, which wants creatures in the graveyard.
Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
This is a great payoff for loading the graveyard. In Black/Green decks especially, it will generate some 2-for-1s or better.
This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
This is great. Giving you two mana, even for only a creature spell or activated ability is a big deal. If you play this on turn three you can play a 6 mana creature on turn 4, which is usually enough to just win – especially because Gwenna also becomes a ¾! Format has lots of activated abilities too. The one downside is that this isn’t the greatest top deck in the late game, but hey – at least it is still a three mana ⅔
This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
A 4-mana 4/4 that gains you 4 when it enters is just a great card in Limited. It gives you an efficient creature and a very relevant body to help you pull ahead if your opponent was having an aggressive start
A three mana 3/3 is solid, and this has some real upside that will let it attack a lot more effectively
This looks really good. Format has a ton of artifacts, and this even counts power stones. The trigger also isn’t limited to once per turn, unlike lots of these effects! Basically, every time you put an artifact in play you either draw a card or Surveil 1, and that’s a trigger that will generate some pretty amazing value. This looks like quite the engine
This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
This is quite the one drop! Gaining one life every single time an artifact enters under your control is nice, but the fact you can get a counter on this once a turn is great, especially because it counts things like powerstones entering the battlefield
A three mana ¾ with Reach is an easy 3.0, so the other upside is nice to have. In Black/Green especially, she’s going to gain you some life. She also combos nicely with Evolving Wilds! She can meld of course, but that will almost never come up
The Commands are all great, but this one is the best for Limited. You’ll probably most frequently choose to make two 2/2 bears and put two +1/+1 counters on each creature you control. At worst, that’s 6 mana for two 8/8s – and there is no way that you don’t have more of a board! You do have the other options of course, but the other two options are far more situational and generally less powerful too. So this might have fewer really good options, but you can just choose those two every time and this will feel like a bomb
This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
A three mana 1/3 that taps for one Green is a 2.0 – and maybe a 2.5 in this set, which has lots of reasons to ramp. In some ways, I feel like casting this as the bigger version is less attractive, as you are less likely to want a bunch of mana, even in this format – but hey, sometimes it will ramp you into something
This has plenty of targets in this format, so it is certainly a main deck card. Doesn’t hurt that it is a cheap artifact in a format that really cares about such things
This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Green decks in the format will certainly be milling themselves, and Evolving Wilds is at Common in the set, and that’s always a sweet combo with this type of effect. This also has some passable defensive stats, and the ability to come back from the yard is some nice additional upside – sometimes you’ll be able to Unearth it and play a land!
This is great no matter which mode you choose to cast it in. If you need a two drop it does a fine job, especially because you can turn it into a 6/6 token later in the game. But waiting to cast it until you have 5 mana is even better, because you get a 15/15 when you use that ability!
A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
This is great. It can make itself a 4/3 in a pinch, and you’ll often have some better bodies to put it on, especially because you’re kind of interested in trading this off so you can Unearth it and get those counters again!
You’ll probably choose to make this a three mana 3/3 with Trample and Haste most of the time, but having the option of picking off a small creature or ramping your mana is great. Any of those cards individually would be pretty good, so having the option between all three is great.
This looks like a very strong signpost Uncommon. Obviously, Blue-Green is about ramping into artifacts, including with powerstones – and the Bearer comes with the ability to make all of your creatures powerstone-like which is pretty powerful in a format with lots of ways to spend that mana. And it even has a shot at drawing you a few cards, which is awesome. It just feels like this format has a make-up that this card can really abused.
This format has lots of things to ramp into, so this feels like it will be better here than it would be in most sets. And in most sets it would be pretty good! The stats are passable, and it will be capable of ramping and fixing mana pretty effectively
A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
Kind of a bummer that this can’t buff itself and attack the turn it comes down, but it will be able to offer a boost to something else most of the time, and that creature will have a much better attack as a result! After that first turn, buffing the Vanguard will probably be the most attractive, since it has First Strike. It also counts each individual creature that enters, which means creating tokens is extra spicy.
This is mostly just a two mana 3/3 in Limited, as this format doesn’t have very many legendary creatures at lower rarities. Sometimes you’ll be able to do something with this, and that will be pretty sweet! But a two-mana vanilla 3/3 isn’t that great in Limited, especially when it costs two mana of different colors to cast.
This has a great baseline as a two mana 3/2 Flyer, and it slots perfectly into the UW deck in the format, which is soldier tribal! You will generally only need to trigger this once and it will probably win you the game, and that seems fairly doable
This looks like a pretty impressive signpost Uncommon! The stat-line is bad, but everything beyond that is quite impressive. It directly reanimates a small creature to the battlefield, that on its own already has me pretty interested, so the fact it also buffs all of your low CMC creatures – including the one it brings back – really has me excited. This feels like a signpost uncommon that pulls you into its color pair
As usual, Black-Red has a sacrifice theme – one that feels a lot like what we saw in Forgotten Realms, a few sets back. It can sacrifice creatures, but can also sacrifice a plentiful artifact token resource in the set – in this case, Powerstones. This comes with one of those stones, so you can use this ability without any extra help, and it is a pretty strong one! +1/+0 and Menace makes a board a heck of a lot more imposing, and there is plenty of other sacrifice support in the set. The one thing this doesn’t have going for it is the awful stat-line, but it largely overcomes that to be a pretty powerful signpost Uncommon
This is a great removal spell. Three to deal with any nonland is a nice deal, and sometimes you’ll be able to use this to wipe out a bunch of soldier tokens or power stones
Mishra has some solid stats, but the card’s real power all comes from its attack trigger. Draining your opponent 1 life for every one of your attacking creatures is really strong, and you can play Mishra and take advantage of that right away, provided you can attack with some stuff. Gaining life while doing additional damage is a great way to turn a game around! You shouldn’t really count on Melding this, as the other card you need is a rare, but it will happen on rare occasions!
A 5-mana 4/4 with this Ward ability is pretty solid, since it includes itself. Sure, your opponent can just give up a meaningless land or token, but that’s something, and a decent chunk of the time they won’t have anything meaningless to give up! This would probably be pretty close to a 3.5 without any other abilities – but it does have another one, and its pretty sweet! It gives all of your artifacts Unearth. Note that it is not just artifact creatures – it is all artifacts. Period. Getting creatures back is usually going to be better of course, but keep in mind you can bring back any artifact at all! If you have some especially large artifact creatures this will feel like a really great deal, since three mana is such a small amount.
Kayla has some pretty serious power, as she can allow you to rummage away your whole hand – and even put some of those cards directly on the battlefield. That is some pretty incredible upside. Now, actually pulling this off where you put some stuff directly into play will not be a cake walk in Limited. However, most Limited decks do have a few creatures and/or artifacts with a mana value of 1 or 2, so it will actually do something sometimes. And the fail case is still a three mana ⅔ that can let you dig deeper into your library
This looks like a bomb planeswalker to me! Her -2 generates two nice bodies to protect her, and because they are artifacts, they bring all sorts of extra synergy – including with her other two loyalty abilities! Drawing with her +1 seems very doable in the format, and her ultimate will certainly impact the game, even if it isn’t the strongest thing ever.
A 6-mana 7/6 Trampler is a pretty nice creature, and getting a powerstone any time you or your opponent plays a land is good upside. That said, you probably aren’t that desperate for mana by the time this Wurm comes down, even in this format.
This is another very good signpost Uncommon. Having Bone Splinters stapled to a 3/3 with Reach is quite the deal, especially in a color pair with expendable bodies and a reason to put creatures in the graveyard. The life gain it gives you can really make a difference too! You shouldn’t always exile it of course, as getting this back for value is also quite good, but the life gain will be the way to go a decent percentage of the time
Unfortunately, this format does not have a whole lot of Beasts or Birds in it, so successfully building around this isn’t that easy in the format. You probably need at least 2 Beasts or Birds in your deck before you consider playing this, and it is going to be difficult to end up with many more than that in the first place.
This is basically a gold version of Young Pyromancer – it is harder to cast than the ‘mancer, but it also counts all noncreature spells and not just instants and sorceries! This thing can generate quite the army and make all of your spells significantly better
A 4-mana 4/3 that gives all of your creatures Vigilance and Surveil 1 is a really great card, even if you have to spend three different colors of mana! Her graveyard ability is also pretty absurd, but I wouldn’t count on being able to fully utilize it and have the mana to cast it all that often. Mostly, you’re just looking to keep her in play so you can dig deep in your library and load your graveyard.
A three mana 2/4 that reduces the cost of a decent chunk of the spells in your deck is a nice deal.
This Urza looks really great for the format. Artifact creatures are everywhere, so that +2/+2 boost won’t be that hard to get going, and the fact he can copy other artifacts you control is a great mana sink. Keep in mind, they will effectively be 3/3s while Urza is around! And you can even copy non-creature Artifacts with the ability.
This counts artifacts that come into play in any way at all, and that includes making powerstone tokens. This looks like it will be capable of stacking up a whole lot of counters! It does start very small and vulnerable, though.
As I’ve said, there are lots of soldiers in this set, with UW being the color pair that is the most interested in them. This is a nice lord that will buff much of your board when you’re in the color pair.
This is super cool. Having two mana of each Grixis color isn’t going to line up perfectly most of the time, but the fact of the matter is, even if you can only make one of these triggers happen a single time, you’re getting a reasonable deal. A 6-mana 5/4 that draws you a card, or makes your opponent discard, or a 6 mana 6/5 with trample and Haste are all cards you are always pretty happy with in Limited, and the ceiling here gets really insane, since you can trigger these things together and potentially do it multiple times! Like I said, you shouldn’t count on lining things up perfectly, but I think getting 2 out of 3 going, or triggering one of them twice is pretty doable.
So, if you just pay 4 for this and you happen to be able to pay double green AND double white, you’re going to end up with a 5/5 that puts two +1/+1 counters on your creatures. If that’s always what this was doing, that would be an easy bomb. And, the fact you can sink even more mana into it is pretty great! If we’re being realistic though, casting this for 4 with double of both colors won’t line up that well in Limited, certainly not ona actual turn 4. Still, it isn’t an impossible amount of mana to produce, and even if you are only managing to trigger one of its ETB abilities, you’re still getting a pretty good deal. Yeah, I think this probably sneaks into the lower bomb range – with the caveat that you need to be Green/White to really take full advantage.
+1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
This costs a lot, but it won’t be quite as hard to cast as it looks thanks to power stones! And that’s good, because this thing is pretty dang powerful. Your opponent might get a power stone back, but destroying a nonland permanent on being cast and when it attacks is going to quickly become a problem for them, and it even comes with Unearth – so even if they do manage to deal with this thing, they’re going to end up losing at least one more permanent. In most formats something that costs 8 mana wouldn’t really be a bomb because the mana would be too challenging, but in this one it is a bomb – power stones really change things
It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
We’ve seen some spell payoffs like this in the past, and they have always been kind of underwhelming. This is because for much of the game, casting this seems like it didn’t accomplish much. After all, it is just a hunk of metal on the battlefield until you pay mana to animate it, and that’s a pretty big bummer, even in a world of powerstones. Then you jump through hoops to make it grow too. It is nice that it can sort of sit around and accumulate counters before starting to threaten your opponent, and there are certainly games where things will work out that way, but I think there will enough situations where it really lets you down
This looks pretty great. The format has a ton of artifacts, so giving them all flash is very real upside, as is the fact that Liberator can grow pretty effectively throughout the game. It isn’t the kind of card that will win you the game immediately most of the time, but if it is allowed to stick around for a couple of turns, it will generate a ton of value for you
This has a neat design. It is a super clunky mana rock that can’t be used to cast non artifact spells, but because it comes down and does something right away, it is easier to look past that problem! Now, neither option is efficient exactly – 5 mana to give something -5/-5 at Sorcery speed, or to draw 2 cards is just not a rate you’re normally into, but this does give you some additional relevant value simply by being an Artifact and being an Artifact payoff
If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
This costs a bunch of mana, but powerstones in this format are going to make it easier to cast this than it would be in most formats. Forcing the opponent to lose three creatures can be pretty sweet of course, though sometimes by the time you hit 9 mana the effect can be minimal! However, on your next turn, you get to start reanimating something every single turn, and it is likely that the ETB on the card has allowed you to insure that you will be able to get some creatures back. In short, I think ramping into this is doable here, it does impact the board immediately, and it is certainly going to win you games.
This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
A three mana 2/1 Flyer isn’t great these days, but this comes with the upside of an important card type and Unearth, which certainly allows it to generate some more value
Even in a set with a sacrifice theme going on, this doesn’t feel very good. 4 mana is a ton for something that won’t do much for at least a turn, and while the format does have a sacrifice deck, it just feels like you’re spending too much mana for minimal upside
This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
It is pretty cool that we have the words “protection from everything” on another card, but this doesn’t feel particularly good for Limited. It is basically a glorified Fog effect, and Fogs are basically never good in Limited. You spend a card to have no real impact on the board, only delaying the inevitable in most cases. You’d much rather just have a creature! In some ways it is even worse than a Fog, because you can’t even get it going as a surprise – your opponent will know it is coming. Now, it is also better than Fogs in some ways – like it can stop effects that target you. But I don’t feel like that’s enough
This is going to be easier to play as a 6/6 Trampler than you might think – once again, because of powerstones! Obviously most Limited decks are two colors, so your mana base probably can’t support doing this all on its own, but if you have a few powerstones in play, it becomes much easier to cast this at full size. The fail case isn’t the worst thing ever either
As usual, this kind of card is unplayable in Limited. You generally don’t have the necessary knowledge of your opponent’s deck to take full advantage of a card like this, and even when you do it still isn’t very good most of the time, especially because this version lets your opponent draw a card if you hit a card in their hand! Even if you do hit a card in your opponent’s deck, you are basically going to feel like you have mulliganed, since hitting one card in your opponent’s deck just doesn’t do enough in Limited. Basically, you go down a card for no real effect on the game, and you never want that in Limited. This is a card that makes sense in constructed, where it can rip apart a combo deck – but that’s just not a thing here
The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
This is a build around that can definitely work sometimes, but this format doesn’t actually have a heavy symmetry theme going on. The one place where it might work most often is in a deck that has lots of creature tokens, as those are all symmetrical in the format. But yeah, you need 7+ creatures/cards that can trigger the Matrix for it to be worth it, and the fact you pay 4 and don’t add to the board at first is always pretty rough
On its own, this is a two mana to play and two to equip equipment that grants +1/+1 and Ward 2. The Ward 2 is a pretty nice thing to have, as it makes your investment in equipping it feel a little less painful.
It starts with solid stats, and it ramps your mana! It is a little unfortunate your opponent gets a powerstone too, and they will be able to use their much sooner than you can use yours, since they get to untap it on their turn. However, I think the spider’s ability really makes up for that, since it will be able to draw you cards pretty consistently, and your Powerstones can help pay for it
Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
Again, you won’t really be able to make the Meld happen very often in Limited, but the card is pretty good all on its own, so that’s okay! It will enter tapped most of the time, but the ability to generate creature tokens is pretty massive, as it lets this land add to the board in a very real way. Green/Black decks in the format love milling themselves too, although sometimes the mill part of this card will feel more like a downside than an upside. Still, you can take this pretty early – it just generates so much value for a card in the land slot
These do a good job of fixing your mana for you. They will probably be a little better here than in Dominaria United, because this format doesn’t have Domain and a cycle of common dual lands that are better!
This is a reprint, and a pretty nice utility land! Unlike most lands, it can have a very real impact on the board sometimes. It does take some time to set up, but the fact your land can be something of a removal spell is pretty darn nice. It is generally going to be worth the hit to your mana to play this
These do a good job of fixing your mana for you. They will probably be a little better here than in Dominaria United, because this format doesn’t have Domain and a cycle of common dual lands that are better!
This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
This is going to be pretty sweet if you’re in UW. Soldiers are plentiful in the color pair, meaning you can have it entered untapped a reasonable chunk of the time, and it can buff your soldiers too! If you’re not in UW, this gives you a decent way to improve your mana base if you’re trying to splash something.
Filter lands aren’t good in most formats, as the cost of producing that mana is just too high. However, I think adding the ability to make powerstones certainly matters, as powerstone ramp decks look pretty leg
These do a good job of fixing your mana for you. They will probably be a little better here than in Dominaria United, because this format doesn’t have Domain and a cycle of common dual lands that are better!
Creature lands are good, and that’s certainly the case here! It does hurt your mana a bit to play something like this, but if this is a two-color format – and it looks like it largely will be – it is certainly worth taking a small hit to your mana base. Having a land that can be a creature is almost like gaining an entire card of value, since most lands can never give you anything but mana! There are also a few other assembly-workers in the set.
This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
These do a good job of fixing your mana for you. They will probably be a little better here than in Dominaria United, because this format doesn’t have Domain and a cycle of common dual lands that are better!
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light|White|Creature — Human Soldier
|
3.0 | 3 | 6.52 | 121 | 6.29 | 775 |
ss-common text-light|White|Creature — Human Cleric
|
3.0 | 3.1 | 6.46 | 136 | 6.33 | 772 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 3.4 | 5.52 | 121 | 5.22 | 625 |
ss-uncommon|White|Instant
|
0.0 | 0.6 | 13.43 | 40 | 10.10 | 594 |
ss-common text-light|White|Instant
|
2.5 | 2.3 | 8.69 | 88 | 7.79 | 970 |
ss-common text-light|White|Instant
|
2.5 | 2.8 | 7.03 | 105 | 6.33 | 814 |
ss-uncommon|White|Creature — Human Artificer
|
3.5 | 2.5 | 7.98 | 52 | 6.72 | 351 |
ss-mythic|White|Enchantment
|
4.0 | 4.7 | 1.83 | 6 | 1.67 | 15 |
ss-rare|White|Sorcery
|
4.5 | 4.6 | 2.15 | 20 | 1.91 | 35 |
ss-rare|White|Sorcery
|
2.0 | 3 | 6.50 | 16 | 5.18 | 77 |
ss-uncommon|White|Sorcery
|
3.0 | 3.2 | 6.18 | 28 | 4.64 | 219 |
ss-rare|White|Legendary Creature — Human Artificer
|
4.0 | 4.7 | 1.73 | 26 | 1.63 | 32 |
ss-uncommon|White|Legendary Creature — Human Artificer
|
3.0 | 3.6 | 5.04 | 48 | 4.22 | 239 |
ss-common text-light|White|Instant
|
2.0 | 1.9 | 9.78 | 116 | 8.68 | 1170 |
ss-uncommon|White|Sorcery
|
2.5 | 1.8 | 9.90 | 29 | 6.78 | 322 |
ss-common text-light|White|Enchantment
|
0.0 | 0.6 | 13.25 | 40 | 9.11 | 500 |
ss-common text-light|White|Enchantment — Aura
|
1.5 | 1.2 | 11.58 | 97 | 10.01 | 1325 |
ss-mythic|White|Legendary Creature — Human Soldier
|
4.0 | 5 | 1.12 | 64 | 1.12 | 74 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2.9 | 6.86 | 122 | 6.16 | 761 |
ss-common text-light|White|Creature — Human Artificer
|
2.0 | 2.6 | 7.78 | 90 | 7.29 | 905 |
ss-common text-light|White|Enchantment — Aura
|
3.5 | 3.9 | 3.96 | 140 | 3.85 | 444 |
ss-common text-light|White|Sorcery
|
1.5 | 2.4 | 8.24 | 108 | 6.96 | 919 |
ss-uncommon|White|Creature — Human Soldier
|
3.0 | 4 | 3.74 | 39 | 3.61 | 160 |
ss-uncommon|White|Sorcery
|
1.0 | 1.8 | 10.00 | 29 | 6.87 | 368 |
ss-rare|White|Creature — Human Soldier
|
4.5 | 5 | 1.06 | 16 | 1.23 | 24 |
ss-rare|White|Instant
|
2.0 | 4 | 3.78 | 18 | 3.73 | 84 |
ss-uncommon|White|Enchantment
|
4.0 | 4.4 | 2.71 | 70 | 2.48 | 125 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1.4 | 11.17 | 96 | 9.08 | 1146 |
ss-uncommon|White|Creature — Human Artificer
|
3.5 | 2.5 | 8.06 | 53 | 6.40 | 364 |
ss-rare|White|Enchantment
|
3.0 | 4.6 | 2.20 | 15 | 2.46 | 28 |
ss-common text-light|White|Instant
|
1.0 | 0.5 | 13.57 | 84 | 10.76 | 1425 |
ss-uncommon|White|Creature — Human Soldier
|
1.5 | 2.8 | 7.07 | 112 | 6.22 | 780 |
ss-common text-light|White|Creature — Human Cleric Soldier
|
2.0 | 1.4 | 11.21 | 81 | 8.82 | 1154 |
ss-rare||Artifact Creature — Assembly-Worker
|
4.5 | 5 | 1.11 | 18 | 1.13 | 23 |
ss-uncommon||Artifact Creature — Construct
|
4.0 | 4.3 | 2.84 | 67 | 2.72 | 145 |
ss-mythic||Artifact Creature — Construct
|
5.0 | 5 | 1.03 | 78 | 1.03 | 80 |
ss-common text-light||Artifact Creature — Soldier
|
2.5 | 3.8 | 4.47 | 140 | 4.02 | 536 |
ss-rare||Artifact Creature — Angel
|
5.0 | 5 | 1.00 | 25 | 1.00 | 27 |
ss-common text-light||Artifact Creature — Construct
|
2.0 | 1.7 | 10.15 | 109 | 8.81 | 1209 |
ss-mythic||Legendary Artifact
|
4.0 | 3.8 | 4.33 | 12 | 4.44 | 30 |
ss-common text-light||Artifact — Equipment
|
1.5 | 0.9 | 12.58 | 111 | 10.96 | 1471 |
ss-uncommon||Artifact Creature — Soldier
|
2.0 | 3 | 6.64 | 33 | 4.86 | 245 |
ss-common text-light|Blue|Creature — Human Soldier
|
2.5 | 1.5 | 10.67 | 107 | 9.37 | 1218 |
ss-common text-light|Blue|Instant
|
2.5 | 1.7 | 10.15 | 112 | 9.02 | 1196 |
ss-uncommon|Blue|Instant
|
0.5 | 0.8 | 12.67 | 30 | 7.86 | 428 |
ss-common text-light|Blue|Instant
|
2.0 | 0.9 | 12.35 | 102 | 10.37 | 1401 |
ss-rare|Blue|Legendary Creature — Human Artificer Advisor
|
3.5 | 4.5 | 2.30 | 10 | 2.57 | 37 |
ss-common text-light|Blue|Creature — Human Scout
|
2.5 | 1.4 | 11.06 | 123 | 9.71 | 1273 |
ss-uncommon|Blue|Instant
|
1.0 // 3.0 | 1 | 12.27 | 33 | 8.89 | 516 |
ss-uncommon|Blue|Sorcery
|
1.5 | 0.9 | 12.50 | 30 | 8.91 | 473 |
ss-rare|Blue|Legendary Creature — Human Wizard Advisor
|
4.0 | 4.3 | 2.90 | 21 | 2.60 | 50 |
ss-rare|Blue|Instant
|
1.0 | 1.6 | 10.50 | 8 | 6.49 | 129 |
ss-uncommon|Blue|Sorcery
|
2.0 | 1.3 | 11.23 | 40 | 8.07 | 403 |
ss-uncommon|Blue|Creature — Human Wizard
|
1.0 | 1 | 12.26 | 34 | 9.37 | 533 |
ss-common text-light|Blue|Creature — Bird
|
3.0 | 2.1 | 9.13 | 107 | 7.92 | 993 |
ss-common text-light|Blue|Creature — Human Wizard
|
2.5 | 1.9 | 9.79 | 127 | 8.85 | 1129 |
ss-common text-light|Blue|Instant
|
2.0 | 1.8 | 10.00 | 128 | 8.83 | 1149 |
ss-common text-light|Blue|Enchantment — Aura
|
3.0 | 2.5 | 7.89 | 157 | 7.33 | 904 |
ss-mythic|Blue|Enchantment
|
2.5 | 3.9 | 4.11 | 9 | 3.80 | 39 |
ss-common text-light|Blue|Creature — Human Soldier
|
1.5 | 0.6 | 13.20 | 88 | 10.81 | 1430 |
ss-common text-light|Blue|Instant
|
2.5 | 1.9 | 9.77 | 109 | 8.80 | 1124 |
ss-rare|Blue|Creature — Human Soldier
|
4.5 | 4.7 | 1.87 | 15 | 2.14 | 23 |
ss-uncommon|Blue|Sorcery
|
1.0 | 0.7 | 13.05 | 37 | 9.88 | 581 |
ss-common text-light|Blue|Instant
|
2.5 | 2.7 | 7.48 | 119 | 6.55 | 797 |
ss-uncommon|Blue|Enchantment — Aura
|
3.5 | 3.3 | 5.76 | 45 | 4.79 | 232 |
ss-mythic|Blue|Legendary Planeswalker — Teferi
|
5.0 | 4.8 | 1.50 | 6 | 1.50 | 7 |
ss-common text-light|Blue|Creature — Human Wizard
|
2.0 | 1.8 | 9.94 | 97 | 8.87 | 1205 |
ss-uncommon|Blue|Creature — Human Artificer
|
3.5 | 3.7 | 4.67 | 72 | 3.78 | 191 |
ss-uncommon|Blue|Legendary Creature — Human Artificer
|
3.0 | 3.2 | 6.00 | 42 | 5.26 | 260 |
ss-rare|Blue|Instant
|
4.0 | 4.4 | 2.76 | 29 | 2.58 | 46 |
ss-common text-light|Blue|Instant
|
1.5 | 1.2 | 11.64 | 81 | 9.19 | 1184 |
ss-common text-light|Blue|Enchantment — Aura
|
3.0 | 3.1 | 6.37 | 137 | 6.02 | 714 |
ss-common text-light|Blue|Creature — Human Soldier
|
3.5 | 3.1 | 6.38 | 130 | 5.63 | 722 |
ss-uncommon|Blue|Creature — Human Soldier
|
3.5 | 3.5 | 5.23 | 43 | 3.58 | 143 |
ss-mythic||Artifact Creature — Wizard
|
3.5 | 4.8 | 1.50 | 6 | 1.38 | 16 |
ss-common text-light||Artifact Creature — Wall
|
2.0 | 1.4 | 11.10 | 91 | 9.48 | 1300 |
ss-common text-light||Artifact Creature — Construct
|
2.0 | 2.9 | 6.82 | 137 | 6.32 | 811 |
ss-common text-light||Artifact Creature — Dreadnought
|
1.0 | 0.9 | 12.49 | 78 | 9.90 | 1262 |
ss-uncommon||Artifact Creature — Shapeshifter
|
3.5 | 3.4 | 5.47 | 59 | 4.35 | 236 |
ss-uncommon||Artifact Creature — Thopter
|
3.0 | 3.6 | 4.86 | 49 | 4.25 | 219 |
ss-mythic||Artifact Creature — Construct
|
4.5 | 5 | 1.02 | 53 | 1.02 | 61 |
ss-rare|Blue|Legendary Artifact
|
4.5 | 3.6 | 4.92 | 24 | 4.50 | 85 |
ss-rare||Artifact Creature — Juggernaut
|
2.0 | 4.3 | 3.00 | 15 | 2.79 | 62 |
ss-rare|Black|Legendary Creature — Human Artificer
|
3.5 | 4.6 | 2.15 | 13 | 2.47 | 34 |
ss-common text-light|Black|Instant
|
1.0 | 0.8 | 12.72 | 92 | 10.31 | 1345 |
ss-uncommon|Black|Creature — Human Soldier
|
3.0 | 3.1 | 6.22 | 32 | 4.71 | 269 |
ss-common text-light|Black|Creature — Insect Horror
|
2.0 | 1.2 | 11.59 | 88 | 8.90 | 1143 |
ss-uncommon|Black|Sorcery
|
1.0 // 3.5 | 2.4 | 8.40 | 48 | 6.81 | 350 |
ss-rare|Black|Sorcery
|
0.5 | 2.8 | 7.22 | 9 | 5.12 | 79 |
ss-uncommon|Black|Creature — Phyrexian Human
|
2.0 | 1 | 12.09 | 23 | 8.91 | 466 |
ss-common text-light|Black|Instant
|
3.5 | 3.5 | 5.21 | 130 | 5.14 | 644 |
ss-uncommon|Black|Sorcery
|
2.5 | 2.1 | 9.06 | 33 | 6.86 | 367 |
ss-common text-light|Black|Sorcery
|
3.0 | 2.7 | 7.43 | 132 | 6.53 | 803 |
ss-rare|Black|Sorcery
|
0.0 | 1.5 | 10.69 | 13 | 7.80 | 158 |
ss-mythic|Black|Legendary Creature — Phyrexian Praetor
|
5.0 | 4.9 | 1.31 | 62 | 1.28 | 74 |
ss-common text-light|Black|Sorcery
|
1.5 | 1.9 | 9.81 | 100 | 8.32 | 1065 |
ss-rare|Black|Sorcery
|
4.5 | 4.9 | 1.43 | 88 | 1.45 | 111 |
ss-common text-light|Black|Creature — Phyrexian Human
|
2.0 | 2.5 | 7.92 | 112 | 7.65 | 971 |
ss-rare|Black|Creature — Phyrexian Warlock
|
4.0 | 4.8 | 1.64 | 22 | 1.91 | 36 |
ss-common text-light|Black|Creature — Phyrexian Human Assassin
|
2.0 | 2 | 9.34 | 94 | 7.71 | 994 |
ss-uncommon|Black|Creature — Rat
|
2.0 | 2.3 | 8.56 | 32 | 5.89 | 349 |
ss-uncommon|Black|Instant
|
4.0 | 4.4 | 2.65 | 54 | 2.58 | 110 |
ss-uncommon|Black|Sorcery
|
2.5 | 3.1 | 6.39 | 41 | 5.53 | 244 |
ss-uncommon|Black|Creature — Phyrexian Horror
|
4.0 | 3.7 | 4.70 | 60 | 3.93 | 205 |
ss-rare|Black|Instant
|
3.5 | 3.2 | 6.11 | 18 | 4.26 | 85 |
ss-common text-light|Black|Creature — Human Soldier
|
2.0 | 1.5 | 10.85 | 89 | 8.94 | 1095 |
ss-rare|Black|Creature — Shade
|
4.0 | 4.9 | 1.29 | 17 | 1.25 | 24 |
ss-common text-light|Black|Instant
|
2.0 | 1.8 | 9.89 | 108 | 8.88 | 1120 |
ss-uncommon|Black|Sorcery
|
3.5 | 3 | 6.74 | 50 | 5.40 | 290 |
ss-common text-light|Black|Instant
|
3.5 | 4.2 | 3.14 | 148 | 3.17 | 376 |
ss-rare|Black|Enchantment
|
0.0 | 4 | 3.80 | 10 | 3.64 | 57 |
ss-common text-light|Black|Sorcery
|
2.5 | 3.3 | 5.89 | 123 | 5.60 | 645 |
ss-common text-light|Black|Creature — Mole Horror
|
2.5 | 2.2 | 8.92 | 107 | 8.33 | 1058 |
ss-uncommon|Black|Enchantment
|
1.0 // 3.0 | 0.9 | 12.42 | 33 | 9.02 | 513 |
ss-common text-light|Black|Creature — Demon
|
2.0 | 2.5 | 8.04 | 104 | 7.00 | 909 |
ss-common text-light|Black|Creature — Beast Horror
|
2.0 | 1.6 | 10.52 | 98 | 8.99 | 1120 |
ss-uncommon||Artifact Creature — Construct
|
3.0 | 4 | 3.72 | 54 | 3.57 | 172 |
ss-common text-light||Artifact Creature — Golem
|
1.5 | 1.6 | 10.44 | 82 | 8.72 | 1126 |
ss-common text-light||Artifact — Equipment
|
1.5 | 0.5 | 13.51 | 89 | 11.13 | 1520 |
ss-common text-light||Artifact Creature — Construct
|
2.5 | 2.8 | 7.26 | 108 | 6.33 | 809 |
ss-mythic||Artifact Creature — Phyrexian Wurm
|
5.0 | 5 | 1.00 | 57 | 1.00 | 62 |
ss-rare||Artifact Creature — Zombie
|
2.5 | 4.3 | 2.92 | 12 | 2.50 | 37 |
ss-common text-light||Artifact Creature — Phyrexian Horror
|
3.0 | 3.3 | 5.79 | 148 | 5.57 | 710 |
ss-uncommon||Artifact
|
1.0 // 3.0 | 2.1 | 9.03 | 63 | 7.41 | 459 |
ss-rare||Artifact — Equipment
|
5.0 | 4.9 | 1.33 | 66 | 1.54 | 79 |
ss-uncommon|Red|Enchantment
|
1.0 | 0.4 | 13.78 | 36 | 10.09 | 546 |
ss-common text-light|Red|Enchantment
|
1.5 | 1.8 | 9.87 | 127 | 8.74 | 1164 |
ss-rare|Red|Sorcery
|
3.5 | 4 | 3.87 | 15 | 2.86 | 38 |
ss-common text-light|Red|Creature — Human Soldier
|
2.5 | 1.9 | 9.59 | 123 | 8.32 | 1077 |
ss-mythic|Red|Enchantment — Aura
|
5.0 | 4.9 | 1.22 | 9 | 1.36 | 14 |
ss-common text-light|Red|Creature — Dwarf Wizard
|
3.0 | 1.9 | 9.60 | 125 | 8.96 | 1162 |
ss-common text-light|Red|Sorcery
|
4.0 | 4.3 | 3.10 | 188 | 3.41 | 416 |
ss-uncommon|Red|Sorcery
|
0.5 | 0.6 | 13.46 | 35 | 9.93 | 537 |
ss-common text-light|Red|Creature — Human Soldier
|
2.0 | 0.9 | 12.34 | 87 | 10.05 | 1207 |
ss-rare|Red|Legendary Creature — Human Artificer
|
3.5 | 4.4 | 2.81 | 26 | 2.89 | 47 |
ss-uncommon|Red|Creature — Dinosaur Beast
|
3.0 | 4.1 | 3.62 | 55 | 3.35 | 168 |
ss-common text-light|Red|Creature — Goblin
|
2.0 | 2.1 | 9.03 | 138 | 8.46 | 1112 |
ss-uncommon|Red|Creature — Lizard
|
4.0 | 4 | 3.84 | 57 | 3.36 | 160 |
ss-rare|Red|Enchantment
|
1.0 // 3.5 | 3.7 | 4.61 | 18 | 3.88 | 71 |
ss-uncommon|Red|Legendary Creature — Human Artificer
|
3.0 | 2.5 | 7.95 | 44 | 5.51 | 310 |
ss-rare|Red|Sorcery
|
4.0 | 4.6 | 2.00 | 21 | 1.97 | 30 |
ss-common text-light|Red|Enchantment — Aura
|
1.5 | 0.7 | 13.13 | 122 | 11.12 | 1468 |
ss-common text-light|Red|Instant
|
1.5 | 1.1 | 11.95 | 94 | 10.24 | 1375 |
ss-uncommon|Red|Creature — Human Monk
|
2.5 | 2.7 | 7.36 | 53 | 5.93 | 307 |
ss-uncommon|Red|Sorcery
|
4.0 | 4.4 | 2.67 | 51 | 2.55 | 119 |
ss-rare|Red|Sorcery
|
0.0 | 1.4 | 11.20 | 10 | 7.41 | 133 |
ss-common text-light|Red|Creature — Minotaur
|
3.0 | 2.9 | 6.97 | 154 | 6.46 | 788 |
ss-uncommon|Red|Instant
|
2.5 | 1.7 | 10.23 | 40 | 7.60 | 439 |
ss-common text-light|Red|Sorcery
|
2.5 | 1.6 | 10.48 | 126 | 9.35 | 1270 |
ss-common text-light|Red|Creature — Human Soldier
|
1.5 | 2 | 9.50 | 109 | 8.47 | 1081 |
ss-uncommon|Red|Creature — Minotaur Barbarian
|
1.0 // 2.5 | 2.2 | 8.91 | 35 | 6.67 | 346 |
ss-common text-light|Red|Sorcery
|
0.5 // 3.0 | 1.5 | 10.81 | 119 | 9.27 | 1224 |
ss-common text-light|Red|Creature — Human Artificer
|
2.5 | 1.3 | 11.39 | 123 | 9.80 | 1274 |
ss-rare|Red|Creature — Dragon
|
5.0 | 4.8 | 1.55 | 22 | 1.70 | 28 |
ss-common text-light|Red|Instant
|
3.0 | 2.8 | 7.09 | 174 | 7.07 | 925 |
ss-rare|Red|Enchantment
|
4.0 | 4.4 | 2.59 | 22 | 2.55 | 34 |
ss-common text-light|Red|Instant
|
1.5 | 2 | 9.48 | 111 | 8.78 | 1146 |
ss-common text-light||Artifact Creature — Construct
|
3.0 | 2.9 | 6.86 | 133 | 6.77 | 861 |
ss-uncommon||Artifact Creature — Dragon
|
3.0 | 3.1 | 6.22 | 49 | 5.16 | 253 |
ss-uncommon||Artifact Creature — Construct
|
2.0 | 1.4 | 11.03 | 36 | 7.69 | 424 |
ss-common text-light||Artifact Creature — Juggernaut
|
2.0 | 2.2 | 8.83 | 107 | 7.79 | 1006 |
ss-uncommon||Artifact
|
1.5 | 3.9 | 4.18 | 56 | 4.16 | 214 |
ss-rare||Artifact Creature — Phyrexian Dragon
|
4.0 | 5 | 1.16 | 79 | 1.16 | 89 |
ss-common text-light||Artifact Creature — Dog
|
2.5 | 3.6 | 5.01 | 166 | 4.49 | 553 |
ss-mythic||Artifact Creature — Construct
|
5.0 | 5 | 1.08 | 61 | 1.08 | 70 |
ss-uncommon|Green|Creature — Human Druid
|
2.0 | 2.5 | 8.05 | 43 | 6.46 | 364 |
ss-common text-light|Green|Creature — Human Scout
|
3.0 | 3.5 | 5.13 | 183 | 5.10 | 629 |
ss-common text-light|Green|Creature — Faerie
|
2.5 | 3 | 6.73 | 131 | 6.33 | 825 |
ss-uncommon|Green|Enchantment — Aura
|
3.0 | 2.6 | 7.63 | 63 | 5.82 | 355 |
ss-mythic|Green|Sorcery
|
4.5 | 4.7 | 1.84 | 31 | 2.06 | 68 |
ss-uncommon|Green|Enchantment — Aura
|
0.0 // 2.5 | 1.6 | 10.57 | 35 | 7.01 | 389 |
ss-common text-light|Green|Creature — Elemental
|
3.0 | 2.2 | 8.78 | 168 | 8.48 | 1094 |
ss-common text-light|Green|Creature — Beast
|
2.0 | 1 | 12.33 | 127 | 10.48 | 1444 |
ss-uncommon|Green|Sorcery
|
3.5 | 3.6 | 4.97 | 68 | 3.91 | 229 |
ss-common text-light|Green|Creature — Elf Druid Soldier
|
2.0 | 2.1 | 9.05 | 143 | 8.33 | 1041 |
ss-common text-light|Green|Sorcery
|
3.5 | 3.4 | 5.52 | 182 | 5.78 | 775 |
ss-rare|Green|Sorcery
|
0.5 | 2.5 | 8.05 | 20 | 5.69 | 124 |
ss-uncommon|Green|Sorcery
|
3.0 | 1.6 | 10.61 | 41 | 8.81 | 432 |
ss-rare|Green|Creature — Elf Shaman
|
3.0 | 3.9 | 4.09 | 22 | 3.64 | 64 |
ss-common text-light|Green|Instant
|
0.0 | 0.3 | 14.13 | 99 | 11.75 | 1476 |
ss-uncommon|Green|Creature — Centaur Soldier
|
3.5 | 3.2 | 6.07 | 56 | 5.24 | 255 |
ss-common text-light|Green|Instant
|
2.0 | 2.4 | 8.27 | 139 | 7.55 | 987 |
ss-common text-light|Green|Instant
|
2.0 | 1.4 | 11.07 | 122 | 9.44 | 1187 |
ss-common text-light|Green|Creature — Treefolk Druid
|
2.0 | 1.3 | 11.25 | 110 | 9.70 | 1337 |
ss-rare|Green|Legendary Creature — Elf Druid Scout
|
4.0 | 4.7 | 1.76 | 17 | 1.78 | 38 |
ss-common text-light|Green|Creature — Spider
|
2.0 | 1.9 | 9.62 | 93 | 8.27 | 1032 |
ss-uncommon|Green|Creature — Beast
|
4.0 | 4.1 | 3.51 | 65 | 3.30 | 152 |
ss-common text-light|Green|Creature — Human Soldier
|
2.5 | 2 | 9.34 | 137 | 8.65 | 1040 |
ss-uncommon|Green|Creature — Human Artificer Scout
|
4.0 | 3.9 | 4.09 | 53 | 3.32 | 168 |
ss-common text-light|Green|Sorcery
|
2.5 | 2.3 | 8.62 | 138 | 7.99 | 1045 |
ss-common text-light|Green|Instant
|
1.0 | 0.5 | 13.64 | 91 | 11.33 | 1526 |
ss-rare|Green|Creature — Wurm
|
4.0 | 4.4 | 2.58 | 26 | 2.35 | 34 |
ss-mythic|Green|Legendary Creature — Elemental
|
3.5 | 4.6 | 2.03 | 33 | 2.36 | 69 |
ss-rare|Green|Sorcery
|
5.0 | 4.5 | 2.50 | 14 | 2.24 | 21 |
ss-common text-light|Green|Creature — Human Soldier
|
2.0 | 1.6 | 10.65 | 128 | 9.05 | 1205 |
ss-common text-light|Green|Instant
|
1.5 | 0.3 | 14.18 | 90 | 11.94 | 1623 |
ss-common text-light||Artifact Creature — Golem
|
3.5 | 3.5 | 5.26 | 194 | 5.19 | 670 |
ss-uncommon||Artifact Creature — Golem
|
3.0 | 3.4 | 5.40 | 52 | 4.98 | 277 |
ss-uncommon||Artifact Creature — Insect
|
2.0 | 2.5 | 8.05 | 40 | 6.17 | 299 |
ss-uncommon||Artifact Creature — Wurm
|
3.5 | 3.5 | 5.08 | 62 | 3.98 | 222 |
ss-uncommon||Artifact
|
2.0 | 3.6 | 4.89 | 47 | 3.60 | 174 |
ss-rare||Artifact Creature — Beast
|
2.5 | 3.6 | 5.00 | 9 | 4.10 | 56 |
ss-mythic||Artifact Creature — Golem
|
4.5 | 5 | 1.02 | 49 | 1.04 | 61 |
ss-common text-light||Artifact Creature — Construct
|
3.0 | 2.7 | 7.55 | 131 | 7.15 | 885 |
ss-rare||Artifact Creature — Ape
|
4.5 | 4.9 | 1.39 | 23 | 1.36 | 29 |
ss-uncommon|Red|Green|Creature — Human Artificer
|
3.5 | 2.9 | 6.76 | 66 | 6.01 | 287 |
ss-uncommon|Blue|Green|Creature — Human Artificer
|
4.0 | 3.1 | 6.42 | 38 | 5.35 | 279 |
ss-rare|Black|Green|Creature — Elf Warlock
|
3.5 | 2.5 | 7.89 | 9 | 4.66 | 85 |
ss-uncommon|Blue|Black|Creature — Phyrexian Human Cleric
|
3.5 | 3.1 | 6.24 | 42 | 5.86 | 278 |
ss-uncommon|White|Red|Creature — Human Soldier
|
3.5 | 3.2 | 5.92 | 37 | 4.43 | 178 |
ss-rare|Red|Green|Legendary Creature — Human Soldier
|
2.5 | 2.9 | 6.75 | 20 | 5.00 | 99 |
ss-rare|White|Blue|Legendary Creature — Human Soldier
|
3.5 | 4.5 | 2.29 | 17 | 3.14 | 39 |
ss-uncommon|White|Black|Creature — Human Soldier
|
4.0 | 3.6 | 5.02 | 41 | 4.07 | 223 |
ss-uncommon|Black|Red|Creature — Human Artificer
|
3.5 | 3.5 | 5.06 | 49 | 3.86 | 192 |
ss-rare|White|Black|Sorcery
|
3.5 | 3.6 | 4.79 | 14 | 4.17 | 69 |
ss-mythic|Black|Red|Legendary Creature — Phyrexian Human Artificer
|
4.0 | 5 | 1.09 | 54 | 1.11 | 67 |
ss-rare|Black|Red|Legendary Creature — Human Artificer
|
4.0 | 4.4 | 2.64 | 11 | 2.45 | 34 |
ss-rare|White|Red|Legendary Creature — Human Noble
|
2.5 | 3.6 | 4.82 | 11 | 4.12 | 72 |
ss-mythic|Blue|Red|Legendary Planeswalker — Saheeli
|
5.0 | 4.8 | 1.70 | 10 | 1.77 | 15 |
ss-mythic|Red|Green|Creature — Wurm
|
3.5 | 4.6 | 2.00 | 7 | 2.32 | 22 |
ss-uncommon|Black|Green|Creature — Spider
|
3.5 | 4 | 3.68 | 66 | 3.51 | 187 |
ss-rare|Blue|Green|Legendary Creature — Human Artificer
|
0.0 // 3.0 | 2.2 | 8.79 | 14 | 6.47 | 103 |
ss-uncommon|Blue|Red|Creature — Human Monk
|
3.5 | 3.8 | 4.28 | 46 | 4.82 | 207 |
ss-rare|White|Blue|Green|Legendary Creature — Human Artificer
|
4.0 | 3 | 6.72 | 18 | 4.92 | 102 |
ss-mythic|White|Blue|Legendary Creature — Human Artificer
|
3.5 | 4.9 | 1.15 | 34 | 1.20 | 61 |
ss-rare|White|Blue|Legendary Creature — Human Artificer
|
4.5 | 4.7 | 1.73 | 15 | 2.36 | 23 |
ss-uncommon|White|Green|Creature — Human Artificer
|
3.5 | 3.5 | 5.20 | 50 | 4.48 | 217 |
ss-uncommon|White|Blue|Creature — Human Soldier
|
3.5 | 3.4 | 5.47 | 49 | 4.53 | 224 |
ss-mythic||Artifact Creature — Serpent
|
4.5 | 4.9 | 1.25 | 4 | 1.17 | 6 |
ss-mythic||Artifact Creature — Construct
|
4.5 | 4.5 | 2.33 | 3 | 2.00 | 6 |
ss-common text-light||Artifact — Equipment
|
2.0 | 1.9 | 9.60 | 129 | 8.41 | 1145 |
ss-uncommon||Artifact Creature — Shapeshifter
|
2.0 | 3 | 6.50 | 48 | 5.12 | 249 |
ss-mythic||Artifact Creature — Construct
|
4.5 | 5 | 1.07 | 91 | 1.06 | 96 |
ss-common text-light||Artifact
|
1.5 | 2.9 | 6.92 | 129 | 6.44 | 870 |
ss-common text-light||Artifact
|
1.5 | 0.9 | 12.36 | 94 | 10.35 | 1367 |
ss-uncommon||Artifact
|
2.5 | 3.7 | 4.74 | 46 | 4.35 | 233 |
ss-rare||Legendary Artifact Creature — Thopter
|
4.0 | 5 | 1.04 | 67 | 1.04 | 73 |
ss-rare||Legendary Artifact — Powerstone
|
3.5 | 5 | 1.05 | 19 | 1.09 | 22 |
ss-common text-light||Artifact Creature — Assembly-Worker
|
1.5 | 1.6 | 10.65 | 94 | 8.20 | 1059 |
ss-mythic||Artifact
|
5.0 | 5 | 1.12 | 77 | 1.12 | 80 |
ss-common text-light||Artifact Creature — Assembly-Worker
|
2.0 | 1.7 | 10.21 | 92 | 8.43 | 1075 |
ss-uncommon||Artifact Creature — Thopter
|
2.5 | 3.3 | 5.74 | 46 | 4.46 | 266 |
ss-uncommon||Artifact
|
1.0 | 0.7 | 12.90 | 31 | 8.72 | 509 |
ss-uncommon||Artifact Creature — Soldier
|
1.0 | 1.2 | 11.54 | 26 | 6.96 | 399 |
ss-rare||Legendary Artifact
|
0.0 | 1.7 | 10.33 | 18 | 6.73 | 143 |
ss-uncommon||Artifact Creature — Wizard
|
2.5 | 3.1 | 6.20 | 45 | 4.85 | 259 |
ss-rare||Legendary Artifact
|
0.0 | 1.7 | 10.25 | 12 | 6.74 | 159 |
ss-common text-light||Artifact Creature — Construct
|
2.5 | 1.9 | 9.77 | 126 | 8.48 | 1064 |
ss-uncommon||Artifact Creature — Construct
|
4.0 | 2.8 | 7.30 | 60 | 6.03 | 323 |
ss-common text-light||Artifact
|
2.0 | 1.4 | 11.07 | 115 | 9.51 | 1263 |
ss-common text-light||Artifact Creature — Drake
|
1.5 | 1.1 | 11.88 | 76 | 10.13 | 1268 |
ss-uncommon||Artifact
|
0.0 // 3.0 | 1.6 | 10.39 | 33 | 8.65 | 477 |
ss-uncommon||Artifact — Equipment
|
1.5 | 0.9 | 12.37 | 38 | 9.44 | 535 |
ss-rare||Artifact Creature — Spider
|
3.5 | 4.7 | 1.75 | 16 | 1.71 | 26 |
ss-common text-light||Artifact Creature — Assembly-Worker
|
2.0 | 2.4 | 8.38 | 90 | 7.52 | 965 |
ss-rare||Land
|
3.5 | 3.7 | 4.56 | 16 | 3.87 | 60 |
ss-rare||Land
|
2.5 | 3 | 6.67 | 18 | 5.18 | 90 |
ss-rare||Land
|
3.5 | 3.6 | 4.94 | 16 | 3.87 | 67 |
ss-rare||Land
|
2.5 | 2.6 | 7.80 | 20 | 5.11 | 103 |
ss-uncommon||Land
|
0.0 | 0.6 | 13.28 | 36 | 9.73 | 556 |
ss-common text-light||Land
|
3.0 | 3.2 | 6.01 | 159 | 5.56 | 755 |
ss-rare||Land
|
2.5 | 3.9 | 4.00 | 21 | 4.05 | 76 |
ss-rare||Land
|
2.5 | 3.9 | 4.06 | 16 | 3.93 | 79 |
ss-rare||Land
|
2.5 | 2.7 | 7.57 | 14 | 4.96 | 95 |
ss-rare||Land
|
3.0 | 3.9 | 4.17 | 23 | 3.84 | 61 |
ss-common text-light||Land
|
1.5 | 1.2 | 11.74 | 128 | 10.42 | 1404 |
ss-rare||Land
|
2.5 | 2.9 | 6.89 | 18 | 4.76 | 105 |
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: