If you play this on two when you're on the play, there's a good chance it will get flying. And, there are plenty of ways to get it flying even in the late game. It's a quality two drop.
This is going to have life link a lot, and that can really alter races.
Neither of these effects is worth a card in Limited, even in a format with Survival.
Just Dollmaker's Shop is a pretty nice card, and in the late game Porcelain Gallery can be game over for your opponent. Only downside is, if you're not in a spot where you can attack, both sides are pretty underwhelming.
B/W is a reanimator deck in this format, but I think you're hoping you end up with one of the better reanimation spells in the format, and there are at least 4 of them at lower rarities.
This is pretty easy to trigger, especially in Red/White, and it's a card that actually adds to the board to -- at least at first.
If you're in an Enchantment heavy deck this can perform fairly well, although it's still risky like all auras are.
This'll virtually always have a target, and it will frequently trade up.
Even with the alternate cost this is very much worth it since you get a huge flyer and get rid of their best creature, and reanimating it is particularly spicy.
You can use this as a nice tempo play, but you can also tap your own survival creature in a pinch!
This is a solid two drop, and the Enchantment type gives it an extra bump.
This ETB is likely to give you an attack you didn't have before, and the French vanilla stat-line isn't too bad either.
This virtually always generates at least a 2-for-1, and getting 3/1 flying tokens out of it isn't going to be very difficult.
You're happy no matter what you get out of the survival trigger, and the creature's solid stat-line makes it easier for it to survive.
I think this is sneaky good. On rate alone it doesn't sound great, but it can trigger Eerie three times -- and on the cheap, and both sides of the room impact the board.
This has decent stats and a legit attack trigger that is particularly good with Survival creatures.
This is a solid trick and in a format with Survival, having creatures survive combat and kill the opposing creature will be extra swingy.
Leylines are almost always horrible in Limited because they have ultra narrow effects that aren't worth a card, and that's definitely the case here.
The stat-line underwhelms, but this attack trigger is a pretty big deal, since it triggers on any attack not just when the Glimmer rumbles.
The stat-line is bad, but this has a decent shot at drawing you a card when it dies, especially in Red-White.
This gives you a stupid amount of value for only one mana, and it's a must-kill one-drop since it's ability to augment creatures is so easy to get going. It's very easy to run like 10+ Enchantments in this format and go whild.
I get it, this is supposed to help you with Survival, but the stat-line is bad and even with a buff the Orphans aren't that impressive.
If you could only cast this for 7, it'd be a bomb. If you could only impend it, it'd be a bomb. Either way you get massive amounts of value out of it, and depending on the game you can do one or the other. It's going to be tough to beat.
A 2/1 with double strike for 3 is pretty solid, and it also has synergy with all the "2 power or less" cards in the set and the reanimation in the set, since you can get it back as a 4/3 double striker when you bring it back.
This ability can make the Goat relevant on any board, and help you load the graveyard.
This Survival trigger can really snowball and help to make sure that he can keep on surviving. Throw in all the nonsense with moving counters around and this looks great.
Not only do you need to trigger survival, you need a small creature in your graveyard for this ability to do something -- and the stats are below-rate. Triggering it once will be good, but I'm skeptical about that being easy.
This is a passable removal spell if you're not an aggro deck, but if you're the beat down it's pretty bad since it's either inefficient or incapable of killing blockers.
One mana tricks that give hexproof and a stats boost have performed really well lately because they can win combat and blank removal, and in this format you get extra value out of Enchantments.
Removal that buffs your creature is pretty sweet, and the Ward makes it significantly less risky.
This feels pretty mediocre whether you cycle it away or hard cast it, and it even feels mediocre as a reanimation target. But, it's not terrible in any of those spots either.
You have enough control over whether your creatures are tapped and when you cast this, that you're going to be able to manufacture situations where it helps you more than your opponent.
On turn two this is likely to only loot, but that means it's loading your graveyard, and in the late game it's going to be a straight up 2-for-1.
You'll often cast Hospital Room first since it doesn't need as much set up, but that makes this an Enchantment that gives a decent buff and then reanimates something small late.
Three mana for a 1/1 and a 4/4 is a big deal, even if the 4/4 has a downside. And you'll even get four or more creature tokens in play in this format from time to time.
This effect hasn't been as good lately, but in a format with Enchantmetn payoffs, I think this'll reclaim some of it's former glory.
This is a good removal spell with absolutely massive upside, since it is an easily crewable evasive vehicle. And crewing this can give you big upside thanks to Survival.
This is a great common. You pay 4 mana for two 2/2s, and the second 2/2 has massive upside.
Yeah...you don't want this. 2-for-1ing yourself is a bad call.
This'll feel pretty nice on 1, but it's awkward that it probably can't exile anything when it can actually attack -- and then in the late game when there is stuff to exile, you have to get pretty creative to trigger Survival, since it won't be attacking.
She can flash in and ambush block just about anything, generating a 2-for-1 right away -- but thanks to Convoke and her hexproof ability, she can also blank removal spells. That's insane.
The additional casting cost can be tough, but this is insanely strong since it's a huge flyer that can spit out 2/2s. It's also great to put into place face down, because then you don't have to worry about the additional cost.
A Sorcery-speed bounce for one mana is pretty decent -- and this comes with big Enchantment upside - and this turns into a card advantage engine in the late game.
Neither side adds to the board and costs way too much mana, and your chances of winning the game with Promising Stairs is super low, especially since you're not adding to the board.
The stat-line's not great, but it triggers eerie and has some decent utility.
This can produce mana for Manifest Dread or all the Enchantments in the format, and that's pretty useful.
You get a ton for your investment here, between a 2/2 with upside and an Equipment that can offer flying to anything.
This can be imposing in the late game, and cashing it in early for an Island isn't too bad.
Two mana counterspells have been pretty good lately, although most of them come with more upside than this.
Mind Controls are usually pretty insane, but they really made sure this one wouldn't be. You can look at this as a 6-mana removal spell that gives you a barely relevant piece of material -- like a 1/4 with no abilities, or something like that.
Flash makes it really easy to draw cards with this, and it isn't capped at one card per creature! Add in the fact that shutting this effect down entirely is super tough, and we're talking about a bomb.
When this effect is good, it's really good -- and when it isn't, you can just throw it away. This format doesn't have a spell deck though, and that hurts it's stock some.
The Eerie trigger here is insanely strong, and because it has Flash, it's easier to find a window where you can get this down and trigger it before your opponent can ever remove it.
The base stats here are pretty bad, but it'll often attack as a 2/4.
This is a largely defensive creature that wants you to do damage with it, which just seems...weird. It's not going to get in for a hit very often.
5-mana 4/4 Flyers aren't as good as they used to be, especially when they don't have ETB or death triggers, but this attack trigger is pretty good at giving this an effect even when it isn't your turn.
I don't love the idea of giving my opponent a Manifest when I counter their spell, but you do add this to the board in the process, so it's not a 2-for-1, at least. Although it can definitely backfire.
This can do some interesting stuff, like rebuy ETBs or eerie triggers, but the alternate cost is pretty significant and makes it a pretty bad card in your opening hand.
This is effectively a removal spell with a whole bunch of upside, since if you'd rather not get rid of your opponent's creature, you can hold on to a 2/1 with Vigilance and use it to do some damage while the creature is stunned.
This can counter almost every spell in the format, and the Enchantment mode is useful on occasion. The double Blue holds it back a bit, though.
4-mana 3/3 Flyers have gotten pretty underwhelming of late, and this card's upside seems a bit too narrow to me.
An instant-speed 4-mana draw 2 that adds to the board -- and triggers eerie, is something that I'd like one copy of in many Blue decks.
This effect is almost entirely meaningless in this format.
6-mana to draw 5 is kind of sweet, but turning your life total into you cards in hand? Not so much, especially because you just didn't add to the board when you spent 6 mana. It's going to be tough not to lose the turn after you play this.
Meat Locker has an effect that impacts the board, and Drowned Diner lets you dig deeper in your deck later in the game. I'm pretty happy with both of those things.
It's temping to look at this and think "I'm going to kill my opponent in three swings and they can't block it!" but there are some significant problems here. The first of these is the mana -- it's going to be very difficult to actually run this out on turn three, and turn four or five is even a challenge in Limited. Triple Blue is tough. It also only has 1 toughness so it dies to literally everything, and then even once you do get it in play it effectively doesn't impact the board for several turns -- and you may even give your opponent delirium or a reanimation target on accident. I think it will defniitely win some games, but it's going to lose you the game pretty often too.
You're mostly leaning on Mirror Room here, and three mana for a Clone isn't too bad. Fractured Realm, by the time you unlock it, is likely to be irrelevent, but it is upside on a decent card.
Even if this didn't have Impending, it'd be great -- a 5-mana 5/3 flyer that makes sure you get a 2-for-1 and helps you load the graveyard. Add Impending to the mix, and this is obviously a huge bomb.
This is an insane Manifest Dread build around, as it turns every manifest into a 2/2 that draws you a card - - and there's plenty of manifest.
This isn't so efficient that it should be entering the battlefield tapped. That's just rough in an era where you often need to trade your two drop -- you have to wait a whole turn to do it with this.
I wouldn't count on milling your opponent out with this. You may get more value milling yourself in this format, but it's a super underwhelming body and the Eerie trigger isn't very good overall.
All of these triggers are really good. Generally, you're probably going to go for the card first to make sure you get a 2-for-1, then you'll get the counters, then you'll transform it into your best creature. That's pretty insane for two mana.
Two-mana 3/3s with defender that lose defender when something happens don't perform well, over all. Combat tricks are too good and creatures are too efficient these days for a defensive creature to be worthwhile.
This is pretty good removal even without the activated ability, but that ability is great because it gives you a mana sink late that lets you add to the board.
This set has fewer instants and sorceries than usual, so the last chapter is hard to abuse. The first three aren't easy either -- but if you can take advantage of the mill and draw a few cards, you might be able to play this. Not adding to the board is rough, though.
Three mana 2/2s that make a 1/1 always perform well, and this one triggers Eerie.
You're overpaying for either of these, but getting the option between them makes this playable.
This style of removal is always bad, no mattter how efficient it looks. This is because you don't actually trade 1-for-1, since they hold on to their creature and can still do stuff with it -- like block.
I don't love that the cheaper side doesn't impact the board, but Slimy Aquarium does -- so it's sort of like you pay 5-mana for a 3/3 with Surveil 2, but you pay in installments. That's not too bad.
This is a Manifest Dread version of Man-O-War, and that seems excellent. Adding to the board while taking away from your opponent's board is great, and this 2/2 has massive upside.
I don't love how inefficiently this starts out, but if you get even one counter on him that's no longer a problem.
This effect for 4 mana is always solid removal. It's never insane, but it trades 1-for-1 and as an instant has 2-for-1 potential. The surveil is nice added value.
This is pretty bad at first glance, but it can trigger eerie at instant speed and help you get delirium both with it's own body and Surveil.
This stat-line is no longer very efficient, and the eerie trigger isn't anything to write home about.
Any time we see an under-statted creature who can be decent if a creature die in a turn, it ends up being surprisingly hard to get that counter.
This is a removal spell that lets you get access to an ETB and/or death trigger from an opposing creature, and if you're in Black/Red, you might even be abel to sacrifice it.
I'm interested in the first copy of this if I'm in a Delirium deck, as it can get Delirium singlehandedly. Not adding to the board is a bit of a problem, but the life gain helps.
Getting two pretty weak effects for three mana isn't great, but this is an Enchantment format, so this is probably a little better than it looks.
A two-mana 3/1 is fine, and this can help you get delirium or drop a reanimation target in the graveyard.
This will often be a 4/5 with lifelink on your turn and that's a very problematic body for your opponent -- and sometimes it'll be a 6/5 or bigger.
This is Raise Dead with some legit upside, especially in Black/White decks.
You have to get Delirium going for this to ever be worth it, and tutors are always surprisingly underwhelming in Limited.
Three mana to draw 2 and lose 2 life is decently playable, and this one triggers eerie. Widow's Walk isn't great, but it's upside on a decent card.
You can't play this unless you're reanimating it. The good news is, Black/White decks can definitely pull this off, and this is a premium target.
Life gain is not a big theme in this format, so the ability doesn't come up a whole lot.
Making your opponent discard while you get to loot is pretty nice, especially in a graveyard format.
This gives you a lot for one mana. It's got a solid baseline and it's great sacrifice fodder and gets you halfway to delirium all on it's own.
This will frequently have Menace and Deathtouch. It won't quite always have them -- Glimmers are around, including at lower rarities -- but it has them often enough to be a nice 5-drop, especially in decks that care about Enchantments.
If you're in the BR sacrifice deck you can do some nasty things with this. If you're not...you can end up 2-for-1ing yourself with this, and that's not what you want to be doing.
The Funeral Room side is pretty medium on it's own, but it's stapled to a gamebreaking win condition. And sure, you're not always going to get to 8 mana -- but if you do, it's game over.
This is a little bit too expensive for me to be excited about, but it's a trick that does the job in Black aggro decks.
This costs 5 mana and basically does nothing unless you're already ahead and can attack your opponent effectively.
Spending two mana to get a 1/1 and a 2/2 is great, and that 2/2 has big upside.
This is a three mana 2/2 Menace with massive upside because of Manifest Dread, and because a Menace equipment is a decent thing to have around.
Even if you always got all three of these effects, they are narrow enough that this card wouldn't be insane, so jumping through hoops to get them all doesn't seem worth it to me.
Even in a graveyard set, this isn't worth it. Limited decks aren't focused enough for this to legitimatley shut any of them down. It's not worth the card.
The modality here is important, because getting only one of these options wouldn't be great. Reanimating a creature at instant speed can generate blowouts when the situation is right, and you can just cast it as an inefficient removal spell when you have to.
This doesn't live up to the bomb status of it's predecessor. It's too hard to cast and you have to sink lots of mana into it for it to do anything meaningful.
This is a big flyer that can turn every card in your hand into a free -2/-2 removal spell. That can help you set up delirium or reanimate something, while also killing stuff.
The double Black can be surprisingly tough to have when you need it in Limited, but it's still nice removal.
Two mana for -3/-3 at instant speed is already great, but this also triggers Eerie and is good sacrifice fodder. Sometimes the ward/hexproof upside will matter too.
This has a nice baseline and major upside. The Delirium trigger is legit. While the first one might not hurt your opponent too much, after that, the choices are going to be tough to make.
This generates a 2-for-1 up front while loading your graveyard in a format where that's a huge deal, and if your opponent doesn't stop it, it's going to just win the game for you.
This sacrifice is a little more expensive than I would like it to be, but also coming with a general sacrifice payoff is pretty sweet.
A 4/1's not great, and being able to bring it back once doesn't really make up for that.
This is tough to kill without your opponent 2-for-1ing themselves, and the fact you can cycle it away early for a Swamp and reanimate it is pretty great for Black/white decks.
This is a pretty weird take on an edict effect. You have some control over it, since the creature it gets put on can't be sacrificed -- and you can even put it on your own creature if your opponent only has one. But it definitely removes something and then gives you a ltitle upside beyond that.
You usually want to get the demon first in this case -- a 5-mana 6/6 Flyer is great, and then if you can start drawing cards and draining 2 life every time you do, the game's going to end in your favor.
Your opponent can't ignore this in any way. Either they let it through and lose a bunch of life, or they have to trade for it because it has death touch. And it doesn't stay dead, either!
You can't really play this unless you can reanimate it, but the Black/White deck can definitely do that, and it's game over when they pull it off.
You only want this if you're in a really grindy graveyard deck, but it's going to work well in Black/White.
This is great when you reanimate it, and definitely gives you 7 mana worth of value when you have to cast it.
Removing a creature -- and sometimes even trading up -- is pretty great when you also gain life.
This has lots of targets in the format, and it's well worth losing life for removal this efficient and flexible.
This is a fairly imposing presence in the late game, though it's nothing to right home about. Mountaincycling makes it a little better.
The floor is a 4-mana deal 5, and that's very playable -- but this will often cost two and give you some sacrifice synergy.
You have to sacrifice something that isn't worth an entire card, or this won't feel worth it. When you can do that, though -- this ETB is pretty strong.
This is a nice removal spell up front, and it becomes a scarier and scarier equipment throughout the game. It can be especilly nasty if you play it early.
The "Warped Space" side is almost entirely useless, since by the time you unlock it you're likely going to be able to play anything the Foyer draws you. So, in Limited the Foyer side is pretty much where all the value is. Drawing extra cards is good, but this doesn't add to the board and that holds it back.
This is a decent one drop, especially for Black-Red where you can sacrifice it and get the trigger.
This format has fewer instants and sorceries than usual and that holds this back a little, but doubling your spells is a big deal, although deploying this where you don't add to the board can be a little scary.
A 4-mana 4/3 with Menace is pretty solid, and this sacrifice trigger is great when you have fodder.
The stat-line's not good, but this trigger is pretty nice and challenging for your opponent to get rid of -- though it is the kind of thing that's only useful when you can attack, and that isn't always the case.
This isn't super easy to cast on turn three, when it's probably at it's best. And it isn't like this stat-line is insane to begin with. The Enchantment type does help make this better.
If this always does 4 to your opponent and 4 to one of their creature's, it's a bomb. I think you'll get delirium often enough, especially in Red-Green, for it to perform really, really well.
Even without Delirium this is a card you always play. And that's good, because extra combat phases generally aren't great in Limited, so it's just upside on an already good card.
Three mana to do 4 to something is perfectly solid, and this comes with Enchantment and door upside, plus just unlocking Shattered Yard late is pretty great.
If you need to get delirium, this can help while digging you deeper in your library. But without a spell deck in this format, it's probably going to underperform.
This will be a two mana 4/2 with Menace often enough that it's a nice two drop.
5 mana removal generally isn't premium, but if you get Delirium -- which is very doable -- this becomes a 2-for-1 and makes up for the cost.
This is a nightmare for your opponent to interact with since even without Eerie it's going to be able to frequently 2-for-1 your opponent, and with eerie, it gets even sillier.
A two mana 2/2 menace is pretty nice, and it's very easy to trigger the rummage effect.
This only doubles spells you target your creatures with, that's way too narrow.
This can buff stuff the turn it comes down, and the boost it offers is enough to make your attacks much better.
Norin's trigger can let you retrigger ETBs, but having to recast the things that get blocked is a pretty big problem. It is a "may" trigger at least.
Even without impending this is a bomb, so the fact that you can get the 4 damage even earlier when you need to is incredible.
Neither side really impact the board and that's a pretty big problem. Painter's Studio is basically a red Divination, and the Gallery can augment attacks -- but it's a bit of a win-more card.
This is a great rate and you're almost always going to feel like you're coming out ahead when it dies thanks to that Treasure.
This is a sideboard card and a really narrow one -- you need to have high toughness creatures and your opponent needs to have lots of low toughness creatures.
This is a sub-par stat-line and it has a mediocre activated ability, but it's a two drop with two types, so it's more playable than it looks.
A three mana 1/4 is bad, and making this into a 4/4 is going to take significant work.
This plays offense and defense pretty well thanks to the token it makes, and it's a pretty good rate overall.
This is a strong two drop, though it is held back by requiring double red. Still, it can attack on most boards and it's trigger certainly puts your opponent under pressure.
The stat-line's not great here, and the activated ability is really only good in the late game.
Even without delirium you can pay 6 total mana to do 3 to three targets which is an excellent card, and once you have Delirium it's even more gamebreaking.
This is premium removal, and exiling the creature is a big deal in a graveyard format -- and it even stops death triggers!
This is really tough to take down in a way that doesn't put your opponent way behind, as doing damage to it in any way will let you kill something in most cases.
I love that the Booth adds a real body to the board earlier, and you can unlock the Tunnel late at a time where it makes your attacks way better.
You're never going to kill the creature you most want to kill with this, but paying one mana to kill your opponent's second best creature is still worth it. And sometimes making two things unable to block is going to win you the game.
This is a solid trick because it's going to let your creature kill your opponent's in most cases, and getting a 2/2 if your creature dies means you come out ahead.
While all three modes on this are pretty situational, when they are useful, they have a big impact on the game.
If you're Black/Red, this is going to be one of the best cards in your deck since you can steal an opposing creature and sacrifice it.
3 mana for a creature that is always a 4/3 isn't exactly exciting, and this is worse in most ways.
Without Delirium this is a sub-part trick, with it it's significantly better -- and can even find lethal out of nowhere.
It'll be pretty easy to turn this into a wrath that kills everything but your best creature -- while helping you replace your creatures that died! That's pretty insane.
It's a lot of mana, but it's castable and it's basically always going to be a 2-for-1.
These are below-rate stats, and while blowing up a room has value -- the cost is pretty real here, and you certainly won't always have a target anyway.
A 5-mana 5/5 with trample and haste is going to lots of damage in a hurry, and this one can even come back from the graveyard!
A 5-mana 5/4 that dies into a 2/2 token is solid, and this is significantly better than that.
There are enough artifacts and enchantments in this set for this to be main deck material, especially because even when you don't have a target you can get a 2/2.
There are enough artifacts and enchantments in this set for this to be main deck material, and shuffling your stuff back into your library can have real value too.
A 4-mana 4/4 is fine, but this has one of the weaker survival triggers in the set.
This would be good in a set without the survival mechanic -- in a set where tapping your creatures can come with extra value, it's pretty insane.
This isn't very hard to grow, especially in Blue/Green, and having Vigilance makes it both a brick wall and a great attacker.
The stat-line here isn't great, but this is probably the strongest survival trigger on any Common or Uncommon in the set. Triggering it even once is incredible.
If you drop this on three, you've got a great chance of powering something out ahead of schedule on your next turn, and while this card's utility does go down the later the game goes, it's still a three mana 3/3 with Vigilance.
This alternate cost is pretty easy to pay, and you might even get some extra value thanks to Survival.
This has a solid baseline, and while the attack trigger isn't always relevant, it is often enough for this to be solid.
This can trigger Eerie at instant speed or save a Survival creature in combat, but it's pretty clunky.
This has passable stats and a death trigger that makes up for it's low toughness, and the Enchantment typing is pretty important.
Neither side affects the board, and Greenhouse is almost entirely irrelevant. The Gazebo is an overcosted draw spell.
This would be pretty good even if you took away one of it's abilities, but generating Manifests and then letting you flip them on the cheap -- while also having solid stats to begin with -- makes this a bomb.
This is easy to crew and milling yourself is a big deal in this set.
This wins a creature virtually any combat and blanks virtually any removal spell -- that's exactly what you want in a trick.
This Survival trigger is a great way to avoid missing a land drop, and it can fix your mana too.
This will have plenty of targets, and when it doesn't throwing it away for Explore isn't too shabby.
This kind of effect always underperforms. You just don't have permanents in your hand often enough for this to do something meaningful.
This gives your cards an alternate cost that you can never pay. 'nough said.
This is right on rate for manifesting dread, and particualrly spicy in a Blue/green deck with lots of payoffs for manifest.
Weight Room adds to the board, so this looks pretty solid to me. It's kind of like fixing in the early game that's kind of free, since you get a big creature later.
This is a super pushed Green removal spell, since it takes away all the downsides bite/fight cards usually have. For one thing, your opponent can't blow you out. For another, even if you dont' have a big enough creature in play, you probably have one in your hand that can do the job.
This has passable base stats, and getting delirium online is pretty doable in Green, so you're going to be generating tons of counters.
This offers good fixing and works well with manifest, but it's a pretty bad top-deck.
This gives you pretty good value no matter how you cost it, though it's never going to feel nearly as busted as the other Overlords.
This helps you det delirium and then takes advantage of that fact -- that's exactly what you want from a delirium card.
Haste means finding a window where you can get this in and trigger survival is easier, but the below-rate stats are pretty concerning.
This is a great enabler for green graveyard decks, and the combo with Altanak isn't impossible.
This is a big creature late -- albeit one that doesn't really give you 6 mana's worth of value -- and you can throw it away early for a land, which is necessary sometimes.
A three mana 2/1 without the delirium effect here would probably be a 3.0, since grabbing a land is such good value -- a 2-for-1 is pretty easy to produce! So, the fact that this gains a relevant body later in the game is pretty awesome.
This gives you three pieces of material on the cheap, between the 2/2, the enchantment itself, and the land. And you can even get more lands later!
Even withou the spider ability this is a card you would play 100% of the time, since it has a real body and can ramp and fix your mana. So, the fact taht this can produce a bunch of tokens in the late game is pretty awesome.
Tyvar is efficient and super hard to kill provided you have another creature around, and his activated ability turns most boards lethal.
This is a sweet 2-for-1, and you can even get back the card you put into your graveyard with the manifest trigger.
If you pay 5 total mana you get two 4/4s with big upside. That's insane, and it only gets better from there.
Both sides of this are pretty bad in Limited. Playing lands from graveyard is rarely useful, and if you unlock the Cellar, you probably dont' have mana to cast anything from your graveyard.
This can put up to three cards into the graveyard all on it's own, and it has passable stats to begin with.
This Delirium trigger usually means you're going to get at least a 2-for-1, and left unchecked Wickerfolk Thresher takes over the game -- all while having a very solid baseline.
This trigger can drain a ton of life, and if you are able to keep her alive for another swing, it's going to be game over much of the time.
This is pretty good the turn you play it, and probably allows you to get in for a big swing -- and it can even enable survival. But after that first equip, it's pretty clunky.
Even without Delirium you'd play this, and when you do have it, this lets your creatures punch up in a big way, and they can usually attack too!
This is great when you play it on two, and the ability is a game-winner in the late game.
Red/Black has enough ways to sacrifice Enchantments that this is going to generate serious value. They're great in multiples, too.
The baseline is solid removal, and the upside is super efficient removal.
I think not being able to block hurts this in a big way. Lifelink makes up for it a little bit. If this format ends up being slower, this'll go up -- but right now I'm not super impressed.
This is a great eerie trigger. Even getting it once is a big deal, and this turns into an insane engine if it isn't killed.
Two mana for a 2/2 with flash and additional upside is great, and when you choose to manifest creatures this gives you a big bonus.
This has nice stats and an ability that makes it easier to trigger eerie.
This is kind of awkward. There are lots of doors that won't be worth sacrificing, but when this does have one that is worth it, it'll feel pretty good.
These tokens mean business, and with all of the ETB and death triggers these days, rebuying those won't be hard.
Kaito is strong, but not the type of planeswalker who takes over any game when he hits the table. His +1 mostly only affects him in this set, unfortunately, and he doesn't make tokens or protect himself in a meaningful way, like most bomb walkers.
This is hard to cast and hard to abuse, so I don't think it even deserves a build around grade.
This will really make your attack way better if you're ahead, and if you're behind getting those three tokens makes it pretty hard for you to lose before your next turn.
If he gets in, you're going to be pretty happy no matter what the outcome of his combat damage trigger is. The problem is a two mana 2/2 menace probably isn't getting in after the early game.
This is a three-for-1 upfront -- and one that triggers eerie twice. Niko's activated ability isn't always useful, but it's upside on a card that's alredy excellent.
A two mana 2/3 that loots every turn is already really, really good. And Blue/Green decks won't even have to discard with it every time.
This is good when you get it late, but pretty bad the rest of the game.
The sweeper on Restricted Office is too narrow, and Lecture Hall is almost entirely meaningless in Limited.
You're usually going to get at least one card out of this trigger, and drawing 2 isn't far-fetchd.
There are lots of good reanimation targets in this format, especially in Black-White, and loading your graveyard and discarding things isn't too challenging.
This is removal on one side and a card advantage engine on the other side. The value is pretty absurd.
This has nice base stats and the ability to grow and ping stuff is a huge deal, especially if you have some more sacrifice around. It counts sacrifices of any kind, too.
This trigger is great because it can allow you to snowball with Survival creatures, as if they keep growing, they can keep attacking. So, whether you put the counter on the Storyteller or something else, it's going to feel pretty good.
This is a great reanimation target for the Black-White deck, and hard-casting it is still pretty good.
The stat-line's solid, and you're definitely going to load your graveyard and smooth out your draws with this trigger.
I don't love that the Loung doesn't impact the board at all, but Misty Salon can really allow you to win the game with a bunch of doors in play. Problem is, I don't think every blue-red deck can pull that off, so it needs a build around grade.
Even without delirium this would be nuts as you get three bodies at a great rate, and once you have delirium it gets even sillier. Especially because you're likely to have more insects and spiders in Black/Green.
This is pretty easy to get back, and that makes it good sacrifice fodder and a relentless attacker.
Triggering eerie three times is possible though unlikely. But that's okay, because getting just the first trigger is pretty good.
A two mana 3/2 Haste puts your opponent under pressure early, and by the time that body's less relevant, it'll usually be a 4/3 trampler.
Letting your opponent draw isn't great, but you get the first crack at the extra cards, and you might punish your opponent a little with delirium.
You should wait to play her until a turn where you get the creature, but that's not that hard to do -- and that makes her really good.
This has passable base-stats, and a 6/4 can attack on just about any board -- and it can put itself into your graveyard for delirium too.
This is inefficient removal that you'll only use if you're desperate.
This is a 4-mana 4/3 with tons of upside. Hard to be upset with that.
This card is doing a bad impression of Batterskull, but a bad impression of one of the best equipments of all time still makes for an excellent card. No matter what you put this on, it becomes a threat, and the free sacrifice outlet comes up too.
This helps load your graveyard, but it's other effect is more irrelevant than you'd expect.
You and your opponent both draw, but you come out ahead since you're the one who had a 2/2.
This is pretty insane if you get it early, as you can disrupt graveyard decks while turning this into a win condition. If you get it late, though, it's pretty bad as you don't have the time for this sort of thing in many situations.
This is a solid equipment that can even trigger eerie.
This is better than most three mana mana rocks because it actually turns into a threat late.
This is a slow way to fix your mana and can occasionally get you some extra door value.
The stat-line is bad, and the activated ability is clunky. You shouldn't play this.
Don't count on this having an ability every time, but I think it'll have them often enough to be decent.
The buff is weak, and this is only worth using in the extreme late game in most cases.
These offer great fixing, as they will usually be untapped by the mid to late game.
These also offer great fixing, and they'll also regularly be untapped.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
These offer great fixing, as they will usually be untapped by the mid to late game.
This is good fixing, and is also good for delirium and sacrifice decks.
These offer great fixing, as they will usually be untapped by the mid to late game.
The enchantment typing here is huge, as it gives you a way to trigger eerie with a land -- and it even fixes your mana!
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light|White|Creature — Human Survivor
|
2.5 | 2.5 | 7.89 | 28 | 6.89 | 249 |
ss-common text-light|White|Creature — Human Doctor
|
3 | 1.9 | 9.75 | 28 | 7.96 | 283 |
ss-rare||Enchantment — Room
|
0 | 1.4 | 11.00 | 1 | 4.94 | 42 |
ss-mythic||Enchantment — Room
|
4 | 4.8 | 1.50 | 4 | 1.50 | 4 |
ss-common text-light|White|Sorcery
|
2 | 1.9 | 9.81 | 27 | 8.14 | 289 |
ss-rare|White|Enchantment Creature — Sheep Glimmer
|
4 | 4.8 | 1.53 | 62 | 1.56 | 88 |
ss-uncommon|White|Enchantment — Aura
|
2 | 3.9 | 4.14 | 7 | 4.34 | 43 |
ss-uncommon|White|Sorcery
|
3.5 | 4.2 | 3.17 | 12 | 3.32 | 51 |
ss-uncommon|White|Enchantment Creature — Nightmare
|
4 | 3.3 | 5.90 | 20 | 4.87 | 63 |
ss-common text-light|White|Enchantment Creature — Nightmare
|
2.5 | 2 | 9.30 | 30 | 7.35 | 280 |
ss-common text-light|White|Enchantment Creature — Nightmare
|
2.5 | 3.4 | 5.47 | 32 | 5.30 | 203 |
ss-common text-light|White|Creature — Spirit
|
2.5 | 2.2 | 8.81 | 26 | 8.06 | 299 |
ss-rare|White|Creature — Spirit
|
5 | 4.8 | 1.43 | 83 | 1.46 | 102 |
ss-uncommon|White|Creature — Human Survivor
|
3.5 | 4 | 3.81 | 21 | 3.45 | 48 |
ss-common text-light||Enchantment — Room
|
3 | 3.1 | 6.45 | 38 | 5.67 | 205 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1.7 | 10.13 | 23 | 8.15 | 276 |
ss-common text-light|White|Instant
|
2.5 | 1.9 | 9.80 | 35 | 7.74 | 302 |
ss-rare|White|Enchantment
|
0 | 1.9 | 9.60 | 5 | 5.86 | 62 |
ss-uncommon|White|Enchantment Creature — Cat Glimmer
|
3 | 3.8 | 4.27 | 15 | 4.38 | 84 |
ss-common text-light|White|Artifact Creature — Toy
|
2 | 1.4 | 11.08 | 36 | 8.82 | 316 |
ss-uncommon|White|Creature — Human Scout
|
4 | 4.3 | 2.94 | 18 | 2.70 | 49 |
ss-uncommon|White|Creature — Human
|
2 | 2.9 | 6.86 | 7 | 4.32 | 91 |
ss-mythic|White|Enchantment Creature — Avatar Horror
|
5 | 4.7 | 1.80 | 5 | 1.67 | 6 |
ss-uncommon|White|Artifact Creature — Toy
|
3 | 3.6 | 4.92 | 12 | 3.89 | 74 |
ss-common text-light|White|Creature — Goat
|
2 | 1.8 | 9.93 | 44 | 9.04 | 360 |
ss-rare|White|Creature — Human Survivor
|
4 | 4.6 | 2.09 | 47 | 1.79 | 96 |
ss-uncommon|White|Creature — Kor Survivor
|
2 | 2.7 | 7.36 | 11 | 4.88 | 75 |
ss-common text-light|White|Instant
|
2 | 2.9 | 6.83 | 18 | 5.76 | 229 |
ss-uncommon|White|Enchantment — Aura
|
3 | 3.7 | 4.62 | 16 | 4.18 | 63 |
ss-uncommon|White|Enchantment — Aura
|
3.5 | 4.5 | 2.36 | 25 | 2.37 | 38 |
ss-common text-light|White|Creature — Spirit
|
2 | 2.3 | 8.70 | 33 | 7.89 | 289 |
ss-rare|White|Sorcery
|
4 | 4.5 | 2.41 | 41 | 2.51 | 90 |
ss-uncommon|White|Artifact Creature — Toy
|
3.5 | 4 | 3.83 | 23 | 3.47 | 53 |
ss-uncommon||Enchantment — Room
|
2.5 | 4.3 | 2.86 | 14 | 3.32 | 55 |
ss-rare|White|Legendary Creature — Human Wizard
|
4 | 4.7 | 1.89 | 66 | 2.08 | 105 |
ss-common text-light|White|Enchantment
|
3.5 | 4.1 | 3.48 | 27 | 2.92 | 112 |
ss-rare|White|Artifact — Vehicle
|
4.5 | 4.6 | 2.07 | 70 | 2.00 | 107 |
ss-common text-light|White|Creature — Human
|
4 | 2.9 | 6.86 | 58 | 6.62 | 232 |
ss-uncommon|White|Instant
|
0 | 1.4 | 11.00 | 4 | 6.55 | 101 |
ss-uncommon|White|Creature — Human Survivor
|
2 | 3.8 | 4.50 | 16 | 4.35 | 72 |
ss-mythic|White|Legendary Creature — Human Samurai Noble
|
5 | 5 | 1.00 | 3 | 1.00 | 3 |
ss-mythic|Blue|Creature — Eye
|
4 | 4.9 | 1.33 | 3 | 1.33 | 3 |
ss-uncommon||Enchantment — Room
|
3.5 | 3.9 | 4.12 | 16 | 3.32 | 47 |
ss-rare||Enchantment — Room
|
0 | 3.7 | 4.60 | 5 | 3.62 | 31 |
ss-common text-light|Blue|Enchantment Creature — Horror
|
2 | 1.3 | 11.37 | 19 | 8.97 | 340 |
ss-common text-light|Blue|Creature — Eye
|
2.5 | 1.9 | 9.54 | 24 | 8.37 | 282 |
ss-uncommon|Blue|Artifact — Equipment
|
3.5 | 3.6 | 4.80 | 10 | 4.65 | 69 |
ss-common text-light|Blue|Creature — Shark
|
2 | 1.5 | 10.67 | 33 | 9.13 | 339 |
ss-common text-light|Blue|Instant
|
2 | 1.7 | 10.14 | 21 | 8.05 | 319 |
ss-uncommon|Blue|Enchantment — Aura
|
2 | 2.2 | 8.92 | 12 | 6.90 | 102 |
ss-rare|Blue|Enchantment Creature — Cat Glimmer
|
4.5 | 4.7 | 1.82 | 50 | 1.72 | 95 |
ss-common text-light|Blue|Sorcery
|
2 | 1.1 | 11.79 | 28 | 9.91 | 428 |
ss-rare|Blue|Creature — Human Scout
|
4.5 | 4.7 | 1.76 | 66 | 1.75 | 110 |
ss-common text-light|Blue|Creature — Spirit
|
2 | 1.5 | 10.90 | 20 | 9.04 | 355 |
ss-uncommon|Blue|Enchantment Creature — Nightmare
|
1.5 | 2.6 | 7.67 | 9 | 6.90 | 119 |
ss-uncommon|Blue|Enchantment Creature — Nightmare
|
2.5 | 3.5 | 5.10 | 10 | 4.20 | 68 |
ss-uncommon|Blue|Enchantment Creature — Nightmare
|
2 | 2.5 | 8.08 | 13 | 5.65 | 100 |
ss-uncommon|Blue|Enchantment Creature — Nightmare
|
2 | 4.3 | 2.92 | 13 | 2.67 | 42 |
ss-uncommon|Blue|Creature — Merfolk
|
3.5 | 4 | 3.89 | 9 | 3.11 | 48 |
ss-uncommon|Blue|Instant
|
2.5 | 3.4 | 5.60 | 10 | 5.43 | 84 |
ss-uncommon|Blue|Creature — Spirit
|
2 | 2.4 | 8.17 | 6 | 5.06 | 75 |
ss-common text-light|Blue|Instant
|
2.5 | 2.7 | 7.43 | 23 | 6.29 | 210 |
ss-rare|Blue|Enchantment
|
0 | 1.7 | 10.25 | 4 | 6.61 | 43 |
ss-rare|Blue|Legendary Artifact
|
0 | 1.9 | 9.75 | 4 | 6.92 | 54 |
ss-common text-light||Enchantment — Room
|
3 | 3 | 6.63 | 19 | 5.43 | 176 |
ss-rare|Blue|Legendary Enchantment Creature — Nightmare
|
1.5 | 2.4 | 8.25 | 4 | 4.17 | 28 |
ss-mythic||Enchantment — Room
|
2.5 | 4.5 | 2.50 | 12 | 2.41 | 66 |
ss-mythic|Blue|Enchantment Creature — Avatar Horror
|
5 | 4.8 | 1.67 | 3 | 1.50 | 4 |
ss-uncommon|Blue|Creature — Human Detective
|
1.5 // 4.0 | 4.1 | 3.53 | 15 | 3.58 | 54 |
ss-common text-light|Blue|Creature — Fish Insect
|
1.5 | 1.3 | 11.36 | 28 | 8.74 | 311 |
ss-uncommon|Blue|Creature — Crab Skeleton
|
1.5 | 2.4 | 8.40 | 10 | 5.73 | 106 |
ss-rare|Blue|Enchantment Creature — Horror
|
4.5 | 4.7 | 1.85 | 66 | 1.76 | 91 |
ss-common text-light|Blue|Creature — Human Wizard
|
1.5 | 1.9 | 9.60 | 30 | 7.97 | 312 |
ss-uncommon|Blue|Enchantment — Aura
|
3 | 4 | 3.92 | 13 | 3.29 | 47 |
ss-rare|Blue|Legendary Enchantment — Saga
|
1.5 | 1.4 | 11.00 | 3 | 5.97 | 52 |
ss-common text-light|Blue|Creature — Human Detective
|
3.5 | 2.3 | 8.47 | 30 | 7.07 | 258 |
ss-common text-light|Blue|Instant
|
2 | 1.7 | 10.33 | 30 | 8.11 | 307 |
ss-common text-light|Blue|Enchantment — Aura
|
1 | 3.3 | 5.68 | 28 | 4.35 | 153 |
ss-common text-light||Enchantment — Room
|
2.5 | 2.6 | 7.71 | 21 | 6.66 | 227 |
ss-uncommon|Blue|Sorcery
|
4 | 4.4 | 2.57 | 14 | 2.90 | 52 |
ss-uncommon|Blue|Creature — Human Wizard
|
3.5 | 4.1 | 3.57 | 7 | 3.25 | 59 |
ss-common text-light|Blue|Instant
|
2.5 | 2.1 | 9.00 | 32 | 7.60 | 272 |
ss-common text-light|Black|Enchantment Creature — Horror
|
2 | 1.6 | 10.50 | 18 | 7.54 | 268 |
ss-common text-light|Black|Creature — Leech
|
2 | 1.5 | 10.83 | 29 | 8.25 | 300 |
ss-common text-light|Black|Creature — Human Assassin
|
1.5 | 1 | 12.21 | 29 | 9.87 | 385 |
ss-rare|Black|Sorcery
|
4 | 4.5 | 2.40 | 55 | 2.67 | 120 |
ss-uncommon|Black|Sorcery
|
2.5 | 2.6 | 7.85 | 13 | 5.33 | 110 |
ss-common text-light|Black|Enchantment — Aura
|
1.5 | 1.4 | 11.16 | 31 | 9.50 | 410 |
ss-uncommon|Black|Creature — Human Survivor
|
2 | 2.8 | 7.29 | 17 | 5.75 | 86 |
ss-uncommon|Black|Creature — Vampire Warrior
|
3 | 2.8 | 7.08 | 12 | 6.34 | 97 |
Defiled Crypt
1.5 // 3.0 This is Raise Dead with some legit upside, especially in Black/White decks.
ss-uncommon||Enchantment — Room
|
1.5 // 3.0 | 3.4 | 5.50 | 6 | 4.15 | 58 |
ss-rare|Black|Sorcery
|
1 | 1.2 | 11.50 | 2 | 5.29 | 43 |
ss-common text-light||Enchantment — Room
|
2 | 1.6 | 10.44 | 36 | 8.08 | 296 |
ss-rare|Black|Creature — Demon
|
0 // 4.0 | 1.9 | 9.75 | 4 | 6.59 | 39 |
ss-rare|Black|Enchantment Creature — Snake Glimmer
|
2.5 | 4.1 | 3.39 | 38 | 3.09 | 142 |
ss-common text-light|Black|Creature — Human Cleric
|
2.5 | 1.8 | 9.97 | 38 | 8.97 | 362 |
ss-common text-light|Black|Enchantment Creature — Nightmare
|
3 | 2 | 9.35 | 34 | 8.02 | 314 |
ss-common text-light|Black|Enchantment Creature — Nightmare
|
3 | 1.8 | 9.84 | 31 | 8.53 | 339 |
ss-common text-light|Black|Sorcery
|
1.5 // 3.5 | 3.3 | 5.70 | 30 | 5.99 | 216 |
ss-mythic||Enchantment — Room
|
3 | 4.8 | 1.50 | 2 | 1.25 | 4 |
ss-common text-light|Black|Instant
|
2 | 1 | 12.07 | 29 | 9.75 | 393 |
ss-rare|Black|Enchantment — Aura
|
0 | 3.2 | 6.00 | 6 | 5.63 | 43 |
ss-common text-light|Black|Creature — Rat
|
3.5 | 2.7 | 7.43 | 37 | 6.68 | 230 |
ss-uncommon|Black|Artifact — Equipment
|
3.5 | 2.6 | 7.61 | 18 | 7.09 | 130 |
ss-uncommon|Black|Sorcery
|
1.5 | 1.9 | 9.70 | 10 | 6.39 | 98 |
ss-rare|Black|Enchantment
|
0 | 2 | 9.33 | 3 | 5.41 | 46 |
ss-uncommon|Black|Instant
|
3 | 3.9 | 4.00 | 15 | 3.97 | 52 |
ss-mythic|Black|Legendary Enchantment
|
2 | 4.2 | 3.20 | 20 | 2.99 | 80 |
ss-uncommon|Black|Creature — Demon
|
3 | 2.6 | 7.75 | 20 | 6.17 | 110 |
ss-common text-light|Black|Instant
|
2.5 | 3.7 | 4.58 | 36 | 5.19 | 193 |
ss-uncommon|Black|Enchantment
|
4 | 4.1 | 3.61 | 18 | 3.18 | 39 |
ss-uncommon|Black|Artifact Creature — Scarecrow
|
4 | 3.8 | 4.32 | 19 | 3.34 | 53 |
ss-mythic|Black|Enchantment Creature — Avatar Horror
|
4.5 | 4.6 | 2.00 | 5 | 1.83 | 6 |
ss-uncommon|Black|Creature — Human Rogue
|
2.5 | 2.2 | 8.71 | 21 | 6.21 | 127 |
ss-common text-light|Black|Creature — Human Cleric
|
1.5 | 1.5 | 10.83 | 23 | 8.44 | 305 |
ss-common text-light|Black|Creature — Spirit
|
2.5 | 2.1 | 9.02 | 42 | 8.42 | 303 |
ss-uncommon|Black|Enchantment — Aura
|
3 | 3.6 | 5.00 | 22 | 4.96 | 70 |
ss-rare||Enchantment — Room
|
5 | 4.8 | 1.66 | 68 | 1.89 | 92 |
ss-rare|Black|Creature — Zombie Assassin
|
4 | 4.8 | 1.62 | 53 | 1.64 | 77 |
ss-mythic|Black|Legendary Creature — Elder Demon
|
0 // 4.5 | 4.7 | 1.80 | 5 | 2.00 | 9 |
ss-uncommon|Black|Creature — Human Cleric
|
1.0 // 3.0 | 3 | 6.69 | 13 | 4.89 | 83 |
ss-uncommon|Black|Creature — Demon
|
3 | 3.8 | 4.43 | 14 | 3.96 | 67 |
ss-common text-light|Black|Instant
|
3 | 2.5 | 8.06 | 33 | 7.54 | 272 |
ss-uncommon|Black|Instant
|
3.5 | 4 | 3.86 | 14 | 2.91 | 60 |
ss-common text-light|Red|Creature — Beast
|
2 | 1.5 | 10.70 | 27 | 8.57 | 327 |
ss-uncommon|Red|Instant
|
3.5 | 4.4 | 2.57 | 14 | 3.12 | 50 |
ss-common text-light|Red|Creature — Human Assassin
|
2 | 1.3 | 11.37 | 35 | 9.78 | 399 |
ss-rare|Red|Artifact — Equipment
|
4 | 4.6 | 2.05 | 59 | 1.96 | 94 |
ss-mythic||Enchantment — Room
|
2.5 | 4.3 | 2.83 | 12 | 2.89 | 69 |
ss-common text-light|Red|Artifact Creature — Monkey Toy
|
2 | 2.9 | 6.91 | 32 | 6.32 | 249 |
ss-rare|Red|Artifact
|
2.0 // 4.0 | 2.3 | 8.67 | 3 | 4.81 | 39 |
ss-uncommon|Red|Creature — Human Warrior
|
3.5 | 2.9 | 6.91 | 11 | 6.10 | 109 |
ss-rare|Red|Enchantment Creature — Dog Glimmer
|
3.5 | 4.6 | 2.00 | 39 | 1.81 | 80 |
ss-uncommon|Red|Enchantment Creature — Nightmare
|
2 | 3.8 | 4.23 | 13 | 3.81 | 57 |
ss-uncommon|Red|Enchantment Creature — Nightmare
|
2.5 // 4.0 | 3.7 | 4.71 | 24 | 3.96 | 63 |
ss-rare|Red|Enchantment Creature — Nightmare
|
3.5 | 4.6 | 2.19 | 78 | 2.16 | 126 |
ss-common text-light||Enchantment — Room
|
4 | 3.7 | 4.66 | 41 | 4.67 | 160 |
ss-common text-light|Red|Sorcery
|
1.5 | 1.4 | 11.09 | 34 | 8.50 | 365 |
ss-common text-light|Red|Creature — Mutant
|
2.5 | 2.7 | 7.56 | 25 | 6.92 | 250 |
ss-common text-light|Red|Instant
|
3 | 1.7 | 10.28 | 32 | 9.19 | 334 |
ss-uncommon|Red|Creature — Spirit
|
3.5 | 2.4 | 8.38 | 13 | 6.24 | 102 |
ss-uncommon|Red|Creature — Gremlin
|
3.5 | 3.5 | 5.27 | 11 | 3.90 | 65 |
ss-rare|Red|Enchantment
|
0 | -0 | 15.00 | 0 | 5.00 | 35 |
ss-common text-light|Red|Creature — Human Warrior
|
2.5 | 3 | 6.64 | 36 | 6.27 | 208 |
ss-uncommon|Red|Legendary Creature — Human Coward
|
1 | 2.4 | 8.17 | 6 | 6.35 | 82 |
ss-mythic|Red|Enchantment Creature — Avatar Horror
|
5 | 5 | 1.00 | 4 | 1.00 | 6 |
ss-uncommon||Enchantment — Room
|
2 | 4.1 | 3.46 | 13 | 3.11 | 70 |
ss-uncommon|Red|Artifact Creature — Boar Toy
|
3.5 | 3.3 | 5.77 | 13 | 4.75 | 58 |
ss-uncommon|Red|Sorcery
|
0.5 | 2.5 | 8.09 | 11 | 5.57 | 85 |
ss-common text-light|Red|Artifact Creature — Toy
|
2 | 2.2 | 8.78 | 32 | 8.02 | 289 |
ss-common text-light|Red|Creature — Spirit
|
1.5 | 0.8 | 12.79 | 19 | 10.12 | 382 |
ss-uncommon|Red|Creature — Human Clown Berserker
|
3.5 | 4.1 | 3.41 | 17 | 3.51 | 51 |
ss-rare|Red|Creature — Human Assassin
|
3 | 4.2 | 3.30 | 44 | 2.92 | 123 |
ss-common text-light|Red|Creature — Human Berserker
|
2 | 1.5 | 10.83 | 24 | 9.47 | 335 |
ss-mythic|Red|Legendary Enchantment
|
5 | 4.9 | 1.20 | 5 | 1.20 | 5 |
ss-common text-light|Red|Instant
|
3.5 | 3.9 | 4.12 | 42 | 3.44 | 115 |
ss-mythic|Red|Creature — Spirit
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light||Enchantment — Room
|
3 | 2.4 | 8.36 | 53 | 7.80 | 314 |
ss-uncommon|Red|Sorcery
|
2.5 | 2.3 | 8.58 | 12 | 5.26 | 89 |
ss-common text-light|Red|Instant
|
2.5 | 2.8 | 7.23 | 35 | 6.98 | 251 |
ss-uncommon|Red|Instant
|
2 | 2.2 | 8.82 | 11 | 6.39 | 106 |
ss-uncommon|Red|Sorcery
|
1.5 // 3.5 | 3.3 | 5.69 | 13 | 5.44 | 99 |
ss-common text-light|Red|Creature — Human Clown
|
2 | 2 | 9.35 | 31 | 7.82 | 330 |
ss-uncommon|Red|Instant
|
2 | 2.2 | 8.90 | 10 | 6.74 | 109 |
ss-rare|Red|Sorcery
|
5 | 4.3 | 3.02 | 81 | 3.22 | 178 |
ss-uncommon|Green|Legendary Creature — Insect Beast
|
3 | 3.6 | 4.85 | 13 | 3.71 | 53 |
ss-common text-light|Green|Creature — Insect
|
1.5 | 1.5 | 10.87 | 30 | 9.12 | 344 |
ss-rare|Green|Creature — Wurm
|
4.5 | 4.8 | 1.68 | 79 | 1.77 | 102 |
ss-common text-light|Green|Creature — Beast
|
2.5 | 2.4 | 8.36 | 39 | 7.37 | 295 |
ss-uncommon|Green|Instant
|
2.5 | 3.4 | 5.38 | 21 | 3.89 | 64 |
ss-uncommon|Green|Sorcery
|
2.5 | 2.4 | 8.18 | 17 | 5.63 | 108 |
ss-common text-light|Green|Creature — Elf Survivor
|
2 | 1.4 | 11.08 | 26 | 8.38 | 314 |
ss-uncommon|Green|Sorcery
|
4 | 3.9 | 4.18 | 17 | 4.12 | 67 |
ss-common text-light|Green|Creature — Elf Warrior
|
3 | 2.2 | 8.74 | 27 | 7.75 | 268 |
ss-uncommon|Green|Creature — Human Survivor
|
3.5 | 3.9 | 4.13 | 23 | 3.78 | 53 |
ss-rare|Green|Enchantment Creature — Elk Glimmer
|
4 | 4.7 | 1.84 | 58 | 2.01 | 100 |
ss-uncommon|Green|Enchantment Creature — Nightmare
|
3.5 | 3.7 | 4.71 | 14 | 4.43 | 61 |
ss-common text-light|Green|Creature — Insect
|
2.5 | 2.4 | 8.18 | 38 | 6.68 | 231 |
ss-common text-light|Green|Enchantment — Aura
|
1.5 | 1.4 | 11.12 | 17 | 8.69 | 305 |
ss-common text-light|Green|Enchantment Creature — Horror
|
2.5 | 1.9 | 9.64 | 39 | 8.38 | 306 |
ss-uncommon||Enchantment — Room
|
1 | 2.2 | 8.75 | 12 | 6.35 | 108 |
ss-mythic|Green|Creature — Beast Mutant
|
4.5 | 4.1 | 3.50 | 2 | 3.50 | 2 |
ss-rare|Green|Artifact — Vehicle
|
3.5 | 4.4 | 2.64 | 50 | 2.71 | 128 |
ss-common text-light|Green|Instant
|
2.5 | 1.5 | 10.76 | 38 | 8.68 | 351 |
ss-uncommon|Green|Creature — Human Scout Survivor
|
3 | 3.6 | 4.96 | 26 | 4.76 | 70 |
ss-uncommon|Green|Creature — Fungus
|
2.5 | 3.4 | 5.36 | 14 | 4.73 | 78 |
ss-rare|Green|Legendary Creature — Beast Survivor
|
2 | 4.6 | 2.05 | 38 | 2.62 | 124 |
ss-rare|Green|Enchantment
|
0 | 1.5 | 10.86 | 7 | 7.31 | 60 |
ss-common text-light|Green|Sorcery
|
2.5 | 3.5 | 5.14 | 42 | 5.49 | 214 |
ss-common text-light||Enchantment — Room
|
2.5 | 2.8 | 7.11 | 35 | 6.09 | 223 |
ss-common text-light|Green|Sorcery
|
4 | 3.5 | 5.16 | 56 | 5.23 | 168 |
ss-rare|Green|Creature — Plant
|
4.5 | 4.8 | 1.60 | 73 | 1.59 | 97 |
ss-uncommon|Green|Creature — Elf Druid
|
3 | 3.8 | 4.45 | 20 | 3.76 | 57 |
ss-mythic|Green|Enchantment Creature — Avatar Horror
|
3.5 | 4.9 | 1.25 | 4 | 1.17 | 6 |
ss-uncommon|Green|Artifact Creature — Beast
|
3 | 3.5 | 5.23 | 26 | 4.04 | 74 |
ss-uncommon|Green|Creature — Human Survivor
|
2.5 | 2.9 | 6.83 | 12 | 4.94 | 83 |
ss-common text-light|Green|Sorcery
|
3 | 2.7 | 7.38 | 48 | 6.92 | 240 |
ss-common text-light|Green|Creature — Lizard
|
2 | 2.2 | 8.76 | 41 | 7.33 | 270 |
ss-common text-light|Green|Creature — Insect
|
3.5 | 3.5 | 5.22 | 51 | 5.09 | 190 |
ss-uncommon|Green|Enchantment
|
4 | 3.7 | 4.76 | 21 | 3.78 | 53 |
ss-rare|Green|Artifact Creature — Spider Toy
|
4 | 4.6 | 2.00 | 54 | 1.84 | 91 |
ss-mythic|Green|Legendary Creature — Elf Warrior
|
5 | 4.7 | 1.71 | 7 | 1.75 | 8 |
ss-uncommon|Green|Sorcery
|
3.5 | 4.5 | 2.42 | 24 | 2.79 | 54 |
ss-rare|Green|Sorcery
|
5 | 4.9 | 1.42 | 79 | 1.44 | 90 |
ss-mythic||Enchantment — Room
|
0 | 2.9 | 6.89 | 18 | 4.31 | 134 |
ss-common text-light|Green|Creature — Dog
|
2.5 | 3.1 | 6.43 | 47 | 6.20 | 205 |
ss-uncommon|Green|Artifact Creature — Scarecrow
|
4 | 4.3 | 2.94 | 17 | 2.95 | 41 |
ss-uncommon|White|Red|Legendary Artifact Creature — Toy
|
3 | 3.7 | 4.77 | 13 | 3.80 | 61 |
ss-uncommon|White|Green|Artifact — Equipment
|
2.5 | 1.6 | 10.64 | 11 | 7.27 | 116 |
ss-uncommon|Red|Green|Sorcery
|
3.5 | 3.3 | 5.73 | 22 | 5.57 | 81 |
ss-uncommon|Black|Green|Creature — Spider
|
4 | 3.9 | 4.20 | 25 | 4.02 | 62 |
ss-uncommon|Black|Red|Enchantment
|
3 | 3.4 | 5.58 | 12 | 4.78 | 73 |
ss-uncommon|Black|Green|Instant
|
3.5 | 3.4 | 5.43 | 21 | 4.53 | 76 |
ss-uncommon|Blue|Black|Enchantment Creature — Nightmare
|
2 | 2.5 | 8.08 | 13 | 5.20 | 88 |
ss-uncommon|White|Blue|Creature — Human Scout
|
4 | 3.8 | 4.31 | 16 | 4.17 | 48 |
ss-uncommon|Blue|Green|Enchantment
|
3.5 | 3.4 | 5.38 | 24 | 4.85 | 80 |
ss-uncommon|White|Blue|Enchantment Creature — Fox Glimmer
|
3 | 3.5 | 5.25 | 8 | 4.16 | 59 |
ss-uncommon|Blue|Red|Creature — Spirit
|
2.5 | 1.1 | 11.82 | 11 | 7.20 | 127 |
ss-rare|White|Red|Legendary Creature — Human Clown
|
4 | 3.8 | 4.25 | 8 | 3.19 | 23 |
ss-mythic|Blue|Black|Legendary Planeswalker — Kaito
|
4 | 4.8 | 1.67 | 3 | 1.75 | 4 |
ss-rare|White|Blue|Black|Red|Green|Legendary Creature — Human Warlock
|
1 | 2.5 | 8.00 | 9 | 5.74 | 43 |
ss-uncommon|White|Red|Sorcery
|
3 | 3.8 | 4.42 | 19 | 4.43 | 68 |
ss-rare|Blue|Black|Legendary Creature — Rat Ninja Wizard
|
3.5 | 3.7 | 4.71 | 42 | 3.92 | 218 |
ss-mythic|White|Blue|Legendary Creature — Human Wizard
|
5 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-uncommon|Blue|Green|Creature — Human Wizard
|
4 | 4 | 3.89 | 27 | 3.60 | 73 |
ss-rare|Red|Green|Instant
|
2 | 4 | 3.67 | 3 | 4.85 | 24 |
ss-rare||Enchantment — Room
|
0 | 2.9 | 7.00 | 1 | 3.46 | 29 |
ss-rare|White|Green|Legendary Creature — Human Survivor
|
4 | 4.1 | 3.45 | 44 | 3.28 | 152 |
ss-uncommon|White|Black|Sorcery
|
3 | 3.3 | 5.73 | 15 | 5.80 | 77 |
ss-rare||Enchantment — Room
|
4.5 | 4 | 3.71 | 56 | 3.35 | 135 |
ss-uncommon|Black|Red|Creature — Human Assassin
|
3.5 | 3.2 | 6.00 | 16 | 4.87 | 77 |
ss-uncommon|White|Green|Creature — Human Survivor
|
3.5 | 2.4 | 8.20 | 5 | 6.38 | 87 |
ss-uncommon|White|Black|Creature — Elemental
|
3.5 | 3.2 | 6.00 | 10 | 5.39 | 82 |
ss-uncommon|Blue|Black|Creature — Insect Skeleton
|
3 | 2.3 | 8.43 | 7 | 6.25 | 119 |
ss-uncommon||Enchantment — Room
|
1.0 // 3.5 | 2.1 | 9.14 | 14 | 6.42 | 97 |
ss-rare|Black|Green|Legendary Artifact Creature — Scarecrow
|
5 | 4.6 | 2.02 | 90 | 2.28 | 121 |
ss-rare|Black|Red|Creature — Zombie
|
3.5 | 3.9 | 4.12 | 68 | 3.72 | 198 |
ss-rare|White|Black|Legendary Creature — Human Warlock
|
3.5 | 4.1 | 3.60 | 5 | 3.74 | 21 |
ss-uncommon|Red|Green|Artifact Creature — Scarecrow
|
3 | 3.4 | 5.55 | 20 | 4.12 | 75 |
ss-rare|Black|Red|Green|Legendary Creature — Human Warlock
|
2 | 2.1 | 9.25 | 4 | 5.29 | 50 |
ss-rare|Blue|Green|Legendary Creature — Human Wizard
|
4 | 4.5 | 2.36 | 11 | 2.37 | 22 |
ss-uncommon||Artifact Creature — Toy
|
2 | 1.5 | 10.75 | 8 | 7.82 | 137 |
ss-common text-light||Artifact
|
1.5 | 1.2 | 11.67 | 33 | 9.42 | 353 |
ss-uncommon||Artifact — Equipment
|
2.5 | 3.5 | 5.24 | 17 | 4.16 | 66 |
ss-rare||Artifact — Equipment
|
4 | 4.8 | 1.47 | 64 | 1.49 | 74 |
ss-common text-light||Artifact — Clue
|
1.5 | 1.2 | 11.61 | 36 | 10.01 | 397 |
ss-common text-light||Artifact Creature — Bear Toy
|
1.5 | 1.4 | 11.08 | 25 | 9.41 | 334 |
ss-rare||Artifact
|
2.5 | 4.6 | 2.16 | 69 | 2.37 | 141 |
ss-common text-light||Artifact — Equipment
|
2 | 2.9 | 6.89 | 44 | 6.29 | 238 |
ss-uncommon||Artifact
|
2 | 2.3 | 8.67 | 15 | 6.24 | 112 |
ss-uncommon||Artifact
|
1.5 | 3 | 6.67 | 9 | 5.96 | 139 |
ss-common text-light||Artifact Creature — Construct
|
0 | 1.4 | 11.09 | 33 | 9.60 | 369 |
ss-rare||Legendary Artifact Creature — Toy
|
2.5 | 2.7 | 7.50 | 2 | 3.36 | 23 |
ss-uncommon||Artifact — Equipment
|
1.5 | 1.4 | 11.12 | 8 | 7.05 | 122 |
ss-common text-light||Land
|
3 | 1.8 | 10.00 | 14 | 5.97 | 147 |
ss-rare||Land
|
3 | 2.5 | 8.00 | 5 | 4.04 | 30 |
Bleeding Woods
3 These offer great fixing, as they will usually be untapped by the mid to late game.
ss-common text-light||Land
|
3 | 2.2 | 8.79 | 24 | 6.44 | 146 |
ss-common text-light||Land
|
3 | 1.2 | 11.69 | 13 | 7.08 | 154 |
ss-rare||Land
|
3 | 2.9 | 7.00 | 9 | 4.85 | 33 |
ss-rare||Land
|
3 | 3.8 | 4.50 | 4 | 4.10 | 37 |
Hushwood Verge
3 These offer great fixing, as they will usually be untapped by the mid to late game.
ss-rare||Land
|
3 | 2.7 | 7.38 | 8 | 5.42 | 31 |
Lakeside Shack
3 These offer great fixing, as they will usually be untapped by the mid to late game.
ss-common text-light||Land
|
3 | 2.1 | 9.05 | 20 | 6.99 | 152 |
ss-common text-light||Land
|
3 | 1.9 | 9.58 | 19 | 7.16 | 149 |
ss-common text-light||Land
|
3 | 1.9 | 9.80 | 20 | 7.29 | 165 |
ss-common text-light||Land
|
3 | 1.6 | 10.60 | 15 | 7.46 | 181 |
ss-common text-light||Land
|
3 | 1.8 | 10.00 | 22 | 7.22 | 156 |
ss-common text-light||Land
|
3 | 1.9 | 9.55 | 20 | 6.71 | 164 |
ss-common text-light||Land
|
3 | 2.4 | 8.30 | 30 | 6.73 | 163 |
ss-common text-light||Land
|
3 | 3.1 | 6.32 | 37 | 5.55 | 201 |
ss-rare||Land
|
3 | 3.8 | 4.43 | 7 | 3.45 | 45 |
ss-rare||Enchantment Land
|
3 | 3.7 | 4.60 | 5 | 2.85 | 21 |
ss-common text-light||Basic Land — Plains
|
0.4 | 14.00 | 14 | 10.55 | 242 | |
ss-common text-light||Basic Land — Island
|
0.4 | 14.00 | 17 | 10.88 | 224 | |
ss-common text-light||Basic Land — Swamp
|
0.4 | 14.00 | 24 | 11.02 | 225 | |
ss-common text-light||Basic Land — Mountain
|
0.4 | 14.00 | 11 | 10.79 | 253 | |
ss-common text-light||Basic Land — Forest
|
0.4 | 14.00 | 8 | 10.27 | 210 |
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: