This provides great fixing while also benefiting from all your creature type payoffs.
This enters trigger helps offset the bad stat-line, as you'll always get a little something out of it, even if your opponent takes it down for very little mana.
This has great base stats, and the indestructibility means the turn you play it you probably have a bunch of free attacks. Gets even better with Convoke.
Ajani is an impressive creature token engine that will take over virtually any game where he hits the board.
This has 2-for-1 potential, but it's super expensive and Convoke only helps offset that a little bit.
There's not really enough high toughness stuff in the set to consistently support this card.
This ability being sorcery speed hurts a little, but the baseline is good and indestructibility even at sorcery speed can produce some good attacks.
This can come down and ambush block something, and the buff it gives to your Kithkin might surprise your opponent even more.
This gives you three Kithkin with one card, and there's a lot of value to be had there, even without the activated ability which becomes useful late.
This kind of card is always horrible in Limited because it never gives you a full card of value as a result of the token your opponent gets. The only time casting this feels remotely good is against a huge bomb, but there are only so many of those out there.
This huge 7-mana 7/7 can solve most problems, although if your main issue is that your opponent has gone really wide, he doesn't completely solve that one.
Just the front side of this card is formidable, as a huge flying lifelinker can win just about any race -- and sometimes you'll even Convoke something the turn it comes down. But it's the other side that makes this nuts, as Persist is a huge upgrade to give all of your creatures.
If you can get this going you're going to feel pretty good about the investment, and both attacking and Convoking can help you get there.
This has a strong effect on many boards, but the risk of a 2-for-1 is real, and while the graveyard ability helps offset that a little bit, I don't think it does enough for this to make it consistently make the cut.
It can be surprisingly challenging to make this "enters" trigger matter, but it feels great when it does, and the baseline isn't too bad.
Both UW and GW like to go wide, giving this two ready-made homes where that enters trigger will often be meaningful.
This gives you two bodies in a color pair where having bodies enter the battlefield really matters, and it does it efficiently.
This is narrow removal to be sure, but it often plays well enough to make the cut, and the anti-Enchantment upside is nice to have.
This can be a little slow sometimes, but if you have any board at all this can make a big difference the turn it comes down, and things can snowball from there.
You can really only play this in a heavy Kithkin deck since paying 3 for this is abyssmal, but paying one is amazing.
This has great base stats and an attack trigger that can give you an absurd start sometimes.
This is pretty terrible outside of the Vivid deck, where splashing it will definitely be worthwhile.
This is a little expensive for an Oblivion Ring, but it's still super flexible and the life gain helps offset those problems.
This has a good "tap" trigger when you can get there, but the stat-line is bad and the card asks for a lot -- you have to have this attack, and another Merfolk around, AND a card with the right mana value in the graveyard.
The floor here is a 5-mana 2/5 that draws you a card when it enters, and that's pretty solid -- and the ceiling is way higher than that.
Mass Flicker and Fog effects both have a bad track record in Limited, but this does kind of add another mode -- it can also give you a free attack if you exile everything your opponent controls. Still, all of those things are cornercases that often only give you temporary underwhelming effects.
Because this always gives you a body, this is a really solid way to safe your creatures from removal or rebuy "enters" triggers.
This is a little bit narrow, but that's more than made up for by the fact that Convoke means you'll be casting this from out of nowhere with regularity.
Even just the second mode would be a card you always play, so the fact that you can also turn this into a 2-for-1 on the right board is great.
This starts out as a dreaded 3-mana 2/2, but it does have the capacity to remove those counters somewhat quickly.
This can help you save a creature from removal, and maybe even rebuy an "enters" trigger, and then Rhys can help you remove the counter too. It won't always line up that way though, and he'll often just feel like a two mana 2/2 with Flash, which isn't particularly good.
This can win you combat most of the time when you cast it, but two mana tricks tend to be markedly worse than their one mana counterparts.
This card is just underwhelming in every way. It has a stat-line that hasn't performed well in years without a good "enters" trigger, and this has a pretty anemic one of those.
This feels like it will reanimate the first creature often enough to be pretty good, though there will be times where you don't have the right graveyard contents.
This is a good Pacifism variant, mostly because it can fully exile the creature when you need it to.
This is a passable payoff for going hard on Convoke, but it's definitely not a key card for that style of deck either.
"Attack alone" triggers can be super awkward, especially when we're talking about one that also wants you to have a bunch of creatures in play. Since if you do have a bunch of creatures, you should probably attack with all of them. This does give your attacks a bit more flexibility, but it's underwhelming overall.
Any time we see a creature with okay stats and this activated ability it tends to perform well, and White has two "go-wide" decks in this format.
This has bad base stats and an underwhelming tap trigger.
This is a solid little two drop that can generate some nice incidential lifegain thanks to Convoke.
This activated ability will be hard to activate sometimes, but if you have a merfolk with a "tap" trigger it's going to feel super efficient.
This is going to be tough to line up consistently in a format where people will often have a board with only one creature type. There will definitely be times where your opponent has like one Giant and 7 Goblins and this will feel good of course, but you have to account for those miserable times as well.
This can blank removal effectively and isn't too shabby in combat either, so getting a permanent stat-boost out of it is pretty sweet.
This is a good blue removal spell, especially because it's super cheap and prevents any Blight or Untap nonsense.
It takes some Merfolks to set up, but it's well worth it to get a huge creature who can stun multiple things.
This is an incredible Man-o'-War. Flash alone can produce blowouts, and once you factor in Convoke this can bounce stuff out of nowhere while giving you a solid body.
This has a good baseline and even on it's own it can draw you a card pretty often -- and it has the potential to draw far more than one.
This can absolutely wreck combat out of nowhere, provided you have another creature to buff with the effect. It's also not too bad against a significant number of removal spells.
The stat-line's not great, and while the enters trigger can be useful, it's certainly not always going to be.
A three mana 2/3 with Flash and Flying is a great ambush blocker, and the added upside of countering a spell out of nowhere is excellent.
You're usually only going to get one flyer out of this since stacks don't normally get enormous in Limited, but that's a fine baseline and every now and then it'll feel insane to get 2 or 3 tokens.
This is a nice way to trigger "tap" triggers repeatedly and Vigilance helps offset the downside of having to tap something else to get it going.
This has a really high ceiling for sure, but it's pretty bad if you're behind or the game isn't going well for you, making it something of a win-more card.
It's a good thing this has hexproof a decent chunk of the time, otherwise it would be pretty bad. Flash also helps upgrade it to the point where it can ambush block stuff, but even with that upside the stats here aren't usually what you're looking for at 5 mana.
This is a solid little payoff for playing expensive spells, as a 4/4 Vigilance is a formidable attacker on most boards.
It can be a little bit slow, but this can generate multiple cards of value when you're given the time, and the stun mode is going to feel pretty good too.
This drawing you a card when it enters is a big deal because it offsets the danger of a 2-for-1, meaning you have access to all the upside this Aura has and not the usual downside. It can make almost anything into a threat, and it can do it efficiently too.
This can be really good -- but it's so dependent on there being a worthwhile permanent on the board and you having a significant number of permanents that it worries me a little.
This kind of removal spell doesn't always play super well since it doesn't entirely remove the creature, but Flash can allow you to turn it into a combat trick of sorts. This format also has the added bonus of this outright killing anything with at least -1/-1 counter on it.
This can copy any creature, including your opponents -- and that's the distinction that usually takes a Clone from being mediocre to actually pretty good. It is a little more expensive than is ideal, but Convoke means it won't always feel that way.
This card has an amazing "tap" trigger but an atrocious stat-line. The good news is, I think you'll be able to tap this pretty quickly and get that first Faerie out of it with Convoke and other abilities, and if it's allowed to do it more than once it's going to deliver insane value.
This is a somewhat passable card even outside of a Vivid deck, but you really want it to cost 4 or less for you to really turn this into a good card.
This is way too slow and way too particular for Limited. It doesn't add to the board, then needs at least 3 turns to actually do something -- and it will usually take longer. After doing all that work, all it can do is copy a single instant or sorcery, which you might not even have at the right time.
This adds a nice body to the board while subtracting one from your opponents. That's always excellent in Limited, and it even has the upside of bouncing your own thing if you want it to.
When this lines up in such a way that you bounce something your opponent really doesn't want you to bounce and you bounce something of yours you really want to bounce, it feels great! Problem is, those scenarios don't show up game in and game out in Limited.
This'll be a 6-mana 3/3 flyer that draws 2 in a lot of decks. That's passable, but not very good. Once you get to 3+ cards in a Vivid deck, though, this becomes much better.
Paying the full 4 for this is almost a playable card, and Merfolk decks will play this out for two on the regular.
This has bad stats, but the "tap" trigger is pretty solid.
Limited decks do have more 2 drops these days than they used to, but this is still going to be too narrow against most opponents. If you go against someone who seemingly has like 10+ 2-drops, it's worth siding in, though.
This is an acceptable card when you cast it regularly, and in the early game it's great for fixing your mana.
An "enters" trigger would be far better, but this does make sure you get more than a card of value out of it most of the time thanks to the death trigger.
This is way all in on Elementals, and it's going to be bad in just about any other deck. That's because you need to lower the mana value significantly and make the enters trigger mostly one-sided for it to be worthwhile. It is really great when you can do that, though.
This will cost 2 a ton of the time, and spending 4 on it is perfectly acceptable. Notably, this gets the discount even if you don't target the actual attacker.
This has passable stats and is a premiere payoff for casting expensive spells.
This is a good removal spell that will be super easy to cast thanks to Convoke.
Most of the time you don't want to discard a creature when you're trying to draw cards, and Blue doesn't have a massive graveyard theme in this set.
This digs pretty deep and being an Instant with Convoke opens up a lot of possibilities.
This has good base stats and that Surveil trigger is significant even if you only get it once.
The stats aren't good, and the attack trigger isn't always relevant.
This is expensive, but it will often bounce two things and give you two bodies -- and Convoke will make it much easier to cast.
Cancel's not good in Limited, but Counterspell is. I think this'll feel like Counterspell enough to be a solid playable.
This can be a mediocre removal spell or a mediocre discard spell -- but having a choice between those things makes it greater than the sum of it's parts, since those things tend to be good in different situations.
This is decent at winning combat, but pretty bad against removal. Wither is a nice bonus, but it doesn't make a massive difference.
Between the useful creature type and working really well with Blight, this Goblin is a very nice Common. Even without any synergy it's a 1-drop that can threaten to take down 2 and 3 mana creatures with regularity, and it can sometimes even generate 2-for-1s.
Because of Flash, you'll virtually always get two 1/1s out of this before your opponent can do something, and if it's left unchecked it will absolutely take over the game.
This can take down many things for the cost, and with -1/-1 counter synergies in this set it has more upside than you'd think.
The floor is a 5-mana 1/5 that draws you a card. That's not amazing, but it's an acceptable floor, and the ceiling here is significantly higher.
To get the most out of this, you probably have to be in the Elf deck, as that's the one that's the best at loading the graveyard, and it even has several payoffs specifically for having Elves in the graveyard, meaning that Elf decks will have lots of synergy for this card.
Goblins can go wide quite easily in this format, and that's kind of a nightmare for your opponent when you have this in play.
This has underwhelming stats and an underwhelming attack trigger, but it's an okay two-drop for Goblin decks.
Two mana to exile a creature straight up is pretty amazing, even if you do have to Blight to make it that efficient. You're going to be more than willing to do that.
I nothing else, this can come down and Blight onto itself three times -- that alone is pretty powerful, but if you have a built-out board you can turn this into a one-sided board wipe.
This has a decent baseline and can grow quite easily in most Elf decks.
Sweepers are always awkward in Limited, since you can't really have a dedicated control deck that can make this mostly one-sided.
This has some really powerful effects, but I think it's too slow for this Limited format.
This helps you load the graveyard in Elf decks while also giving you a payoff and being able to trade for anything.
Reanimation effects can be tough, since it's hard to consistently get your mana's worth. However, this being an instant makes it easier for you to get there, as does Blight -- which you can do on to a creature that is about to die anyway.
I'd be reasonably happy if this was always a 4-mana 2/1 Flyer that makes my opponent discard, and this is markedly better since it will often be a 3/2 flyer that Blights onto something expendable.
Checking both the graveyard and the battlefield is amazing, and it means this will virtually always come down and kill something and give you a good attack, in addition to a formidable 4/4 body.
This is kind of like a 6-mana 3/4 that kills an X/2 creature when it enters. That's a playable card, and it'll often be better than that since you can pay in installments -- and potentially use the ability more than once.
This'll consistently generate 2-for-1s, and that's always great in Limited.
The upside here is an efficient vanilla creature, and while you can find ways to turn the downsides her into upsides, it takes some significant work and I'm not sure it's worth it for most decks.
Starting out as a 3-mana 2/2 is brutal in Limited, and her ability to grow isn't automatic.
This card would be better in a set without tons of -1/-1 counters, but even with them it can be a formidable attack in almost any situation thanks to indestructibility.
I like the attack trigger, but I hate the stat-line. It's going to be hard to attack with this in spots where it can trade, which is usually what you're going to need to do to make it feel worthwhile.
This can grow quickly, especially in the Elf deck, and it's baseline as a one mana 1/1 with Menace is appealing.
Your opponent gets the first crack at this, and you're the one who spent the mana on it, so that's absolutely miserable.
This is one of the best things to Blight onto in the set, since it can often kill something when it dies.
This is a removal spell with tons of upside thanks to Kindred, and the fact it can help you do lethal on occasion.
This is a great payoff for casting stuff on your opponents turn, and the stat-line and keyword combination are passable.
Neither of these modes is very good because they virtually never affect the board
It can only kill a fairly small number of creatures. Even in an era with lots of cheap creatures, it's too narrow to be anything special.
This is great to Blight onto, and it has the added bonus of making removal that puts -1/-1 counters on it really bad.
Two mana 2/2s with lifelink tend to play reasonably well, and this one can help you set up your graveyard.
This is a super cheap trick that can win virtually any combat while making sure you don't end up behind on board.
Even in a two-color deck, a 5-mana 3/5 with Menace that drains 2 is pretty reasonable, and there will be plenty of decks that can push that to 3+ life drain.
The baseline here is a 3-mana 3/2 that makes your opponent exile a card from their hand -- that's an amazing 2-for-1, and this can often be far more punishing than that since you can have more control over what gets exiled and you can even steal a spell from them.
In Limited, this is mostly just a 3-mana 3/3 that surveils 2 when it enters -- but the good news is, that's pretty solid, and on occasion you'll get some sweet value out of the triggered ability.
Both Goblin and Elf decks are going to be pretty happy with this, as it will often get two things back on the cheap.
Giants aren't a big enough theme in the set, even with Changeling, for this to consistently make an immediate difference the turn it comes down, but a 5-mana 2/5 with double strike is kind of decent.
The ceiling is a high-power vanilla creature and the floor is really bad.
This will generate a 2-for-1 from time to time, and when it's just a removal spell that always burns the opponent, it's decent enough.
This has a reasonable floor, and it's ability to turn off blockers and grow at the same time tends to play in well in aggro decks.
This is a pretty potent draw spell when you blight, but it doesn't add to the board and that makes it hard to ever want more than one.
This doesn't do very much on it's own, and is a little too dependent on you having high-power elementals, especially when you factor in the set-up cost.
If this could only ever do 2 damage, it'd still be a 2.5 -- so the fact this can turn into a one mana deal 4 is pretty incredible.
This feels a little bit too win-more. If you have a board that does a good job of taking advantage of this, you probably already have a pretty impressive board state.
This is just a good rate, but in a format where Goblins really matter and having Blight fodder matters, it looks even better.
This is going to feel a little clunky sometimes, but it's a removal spell that scales all game long, and can even turn into a 2-for-1 when X is big enough.
This is a pretty nice payoff for playing expensive spells, but the stat-line leaves something to be desired.
Even if this is always doing 2 damage it's going to be a strong card, and with hybrid cards -- not to mention various incentives to go 3+ colors in general -- this is going to feel even better in some decks.
It's certainly a little bit expensive, and you won't always be trading up with it, but the exile helps make up for that. Turning off death triggers and recursion definitely matters.
This is underwhelming early, and just barely whelming later in the game.
If you can drop this on turn two, the idea that you can drop a 5-mana elemental on turn three is pretty amazing -- and not going to be hard to pull off.
This stat-line is rough, but it does give you a rebate on your mana and help you with multicolor stuff.
Even if this couldn't hit artifacts, you'd play it 100% of the time, so the added upside of Shatter is nice to have.
If you're in a deck that's really good at Blighting or sacrificing -- or if you have an insanely aggressive deck -- this can play reasonably well, but most decks can't make the most of this type of card, which doesn't usually have a permanent impact on the board.
This has solid stats and even copying one spell with it feels incredible, and it is has some serious value engine potential beyond that.
These stats aren't good, and the Blight ability is pretty medium, but it does help you with synergy in Goblin decks.
This definitely makes removing a creatures a pain for your opponent, and that means it'll almost always generate some value.
Without a spell deck in this format, this doesn't really do enough. Sure, it replaces itself and all, but that's not enough these days -- you need to be getting something out of one of these keywords for it to be worthwhile, and they're both very inconsitent and require creature to already be pretty good.
Making temporary token copies of things isn't good unless the creature has an awesome body or enters trigger, and that's asking a lot. The fact you can do it twice does make it a little bit more interesting, but I think most of the time this isn't worth running.
This is exactly what you want in a 6-drop -- a big body that lets you dig deeper in your deck. And it also helps you with your mana in the early game.
It's pretty hard to imagine building around this working out, mostly because it does absolutely nothing on it's own.
This is entirely symmetrical -- in other words, your opponent will be able to make use of all that extra mana before you do, and that's extra scary when all their creatures also always have haste.
You can't pull off anything meaningful with this in Limited. Temporarily getting creatures, even at a discount, isn't the way you wanna go. You'd much rather cast them normally.
This is a decent trick, and the treasure can be especially useful in Vivid decks.
This is an efficient two drop when you want it to be, but also a source of mana and fixing when you want it to be. Not a whole lot of cards like that.
This can trade up in a big way, and doing it at instant speed opens the door for really big blowouts.
This will almost always generate a 2-for-1, and it'll do it while having whatever creature type you care the most about.
It takes some set up to be sure, but being able to give up your smallest creature while doing damage equal to the highest toughness among creatures you control -- and doing that damage to only your opponent and their creatures -- is pretty amazing.
You really need to be an Elemental deck for this to be worth using, as paying 3 mana for this is terrible.
The floor here is a 4-mana 2/1 that makes two 1/1s. You're always playing that card, and the ceiling is way higher. A 4-mana 4/3 that makes two 1/1s is a 4.5 on rate alone, and that's what she's going to feel like with regularity.
The huge body can close out the game on it's own, and it's ability to double your spells makes it even more likely that's what happens.
A 4-mana 2/4 with double strike is pretty medium, and this will sometimes have 1 power in your typical Limited deck. Of course, the flip side is that if you have some hybrid cards it can be a 3/4, and at that point you're going to feel pretty good about it.
This has solid stats and it can legitimately close out games.
3-mana to deal 3 at instant speed is always one of Red's best commons, and this adds some nice rummage upside.
Haste is a very narrow keyword, because unlike the others it's only relevant for a single turn and it doesn't make your creature better at attacking -- it can just do it earlier. That said, the baseline here is fine and the times where you can really leverage Haste for an advantage, it'll feel really good.
You always have to be careful when you cast this, since interaction can mean a complete blowout. But when you can find the right window, it allows for really efficient removal and can even give you a much better attack in a turn.
Even if this is your only permanent, you pay 7-mana for a 7/7 trampler + another permanent, and this'll almost always give you at least 2. It might be even better as a splash, as getting 3 permanents with it is even more likely in that case.
This doesn't do anything other than ramp your mana, but it can do it in a pretty big way.
This is a great trick since it can both efficiently win combat and efficiently blank removal.
The starting point is rough, but this can be pretty insane when you curve out. Of course, the flip side is that it's a pretty bad top deck.
This'll often be tough to block, especially because it'll be a 4/5 with regularity.
Tutors don't fare well in Limited, but this one can put the creature directly on the battlefield under the right conditions. You're still overpaying, though.
The set up cost is very much worth it, as this will draw you a lot of cards, and it's the kind of effect that snowballs since the more cards you draw, the more creatures you can play.
This format doesn't have enough artifacts and enchantments for this to consistently have a target, so it's better to bring in out of the sideboard.
We've seen this card by different names in the past, and it's been pretty underwhelming.
This can come in and ambush block a wide variety of creatures, but it also won't usually survive with it's 2 toughness.
This will typically generate a very nice 2-for-1 in the mid to late game, especially because it's so cheap that you can often cast whatever it is you get back.
You won't always have a card worth discarding, but when you do this can tutor up whatever your best creature is.
It's a little bit expensive, but it also can win your creature almost any combat, blank most removal, and do a ton of damage out of nowhere.
This is a nice way to fix and ramp your mana, and it's not a bad creature to Blight onto either.
This'll usually gain 1-2 life, and that's fine on a 4-mana 2/4 with death touch.
This'll be easy to cast for two and regularly tap for two mana in an Elf deck, but it's a lot worse in decks where those two things aren't true.
This can ultimately get 3 cards into the graveyard (counting itself), and that's pretty nice with a decent body and the Elf type.
This isn't a terrible way to load your graveyard and get some value back, but there are lots of cards in the format that are better at doing that -- and they actually add to the board.
This would be playable even if it was always 5 mana, and it'll often be 4.
The ceiling here is incredibly high, but we have to account for the games where it's a 4-mana 3/3 trampler and worse, too.
This is all in on Elves and the graveyard, so if you aren't interested in both of those things it's unplayable. However, Elf decks by their nature in this format are into the graveyard, so it looks like a legitimate late-game win condition in those decks. Getting 7+ Elf tokens does not seem farfetched.
This ramps your mana and gives you a body -- that's how amazing Mutavault is.
You have to time this carefully, but it'll often allow your creature to kill an opposing one while also getting a permanent buff.
This has a better baseline than most of the Vivid creatures, so it'll be fine in just about any Green deck, while occasionally having a much bigger effect in multicolored decks.
If your Vivid is already high enough for this to be good, you probably don't really need the lands it's going to get you.
This'll almost always only gain you 4 life, as there aren't many larger Giants in the set -- but the good news is that still makes it a pretty good card since it gives you a big body and some life at a reasonable cost.
This is tough to take down in combat for some decks, and the buff is a decent late game mana sink.
You have to be fairly close to mono-green for this to be consistently good, otherwise you're going to cast it too late in the game for it to matter.
This can be used to just save one creature in combat/from removal, but it can also save a huge chunk of your board -- while also giving you a Flash body that might be able to disrupt combat in a big way too, and Convoke means it can happen out of nowhere.
This ramps your mana and can help you with Vivid, two things that go pretty well together.
This has a really high ceiling, where you buff two creatures in a big way and draw a bunch of cards, but you have to account for the times where the difference in power is 2 or less, too.
This has a solid starting point, and it can use it's ability to stay relevant for a very long time.
I like that this isn't as dead in the late game as most simliar cards, but I don't like paying 3 mana for Rampant Growth, either.
This isn't going to draw you a card that consistently, but two mana for +3/+3 is a good rate and can allow lots of creatures to punch above their weight class, and the times where you do draw a card will feel absurd.
This is great at loading up the graveyard which is exactly what Elf decks want to do -- and he'll even gain you life and make your opponent lose it along the way, all while having a way above-rate body.
It doesn't matter which mode you choose on this, you're going to feel like you're overpaying.
I don't love the stat-line, but forcing stuff to block it while also offering a buff to something else will make it feel pretty good when it attacks.
Like all cheap death touchers, it's awesome this can trade for anything -- and this one can even gain you life until it does.
Casting this for 5 is pretty doable, and it gives you a big body for the cost.
Giving another creature these keywords is usually worth giving up it's abilities, especially if the creature has good stats -- and on occasion you can use this to nerf an opposing creature too.
It's pretty hard not to get more than 2 cards of value out of this whether you make a token and draw 2, or draw 2 and do 2 to all of your opponents creatures.
The stats are good and this set has lots of expendable goblins that make this death trigger very accessible.
This can fuel itself with it's activated ability -- and that ability is a pretty good one in a vacuum, too. Other life gain can make her go even more wild.
The floor here is a good removal spell, and with all these other modes you can find lots of other great routes to take too.
This is of course absurd when you spend 6, including RR and WW, but the RR evoke mode isn't especially good most of the time.
If you need some Blight and/or a Goblin, this can do it, but you're probably hoping for some better enablers than this.
This has an okay body and will have a creature type you care about.
This is a good discard spell or a good bounce spell in the early game, and in the late game it's both of those + a hefty body.
This format has plenty of merfolks for this to buff, and this even helps you out with convoke and other tap synergies.
This can really let you ambush your opponent sometimes -- or go off with Convoke -- but I think you'll get the most value out of it's attack trigger.
He attacks or block as a 5/10 all on his own, and his ability will buff any creature that doesn't have equal power and toughness, and that's a significant chunk of creatures. It's still hard to cast and has lots of stuff it can't buff, though.
This will give you at least 5 mana worth of value -- and when that happens it isn't going to feel good. But there's also a significant chance you get more than 5, since it checks the mana value after each exile -- and even if the card you hit makes you exceed 5, you get the option to cast it.
This will virtually always give you a 2-for-1 in Black/Red.
This will virtually always give you a 2-for-1 in Black/Green.
This will virtually always give you a 2-for-1 in Blue/Red.
This will virtually always give you a 2-for-1 in its color pair, and being as cheap as it is means that it's better at helping you hit a much-needed land drop than the other Eclipsed creatures.
This will virtually always give you a 2-for-1 in its color pair.
This is a really good removal spell when you can only pay BB, a solid reanimation spell when you can only play WW, and when you can cast the creature and hold on to it while paying those costs, it will break the game wide open.
This is a nice aggro creature, and it's awesome that it will count as a Goblin, Kithkin, etc., making it a two-drop that can slide it quite easily.
It's tough to actually level this up all the way since it takes so long, but no matter what it's a pretty efficient threat, and one your opponent has to deal with -- otherwise you might actually get there.
This is a decent "enters" trigger, and getting it again when you cast expensive spells is nice. The three-mana 3/2 body holds it back, though.
This is a mediocre body, and I think you're only going to end up playing this when you didn't get enough creatures with the right type.
This will give at least +2/+2 since it's two colors -- but the stat-line is pretty bad, and the upside only tends to be useful on boards that are fairly well built out already.
Killing a creature and giving yoru whole board +1/+1 will end a whole lot of games, and when that doesn't get you there -- you can choose some of the other modes to help you build out your board.
Keep in mind that your opponent chooses what gets Blighted, but even so they are going to run out of expendable things pretty quickly -- especially because of Proliferate.
This is a nice activated ability for breaking up board stalls, and this creature gets huge too.
Because Kirol can tap for its ability, it's not going to be very hard to have what you need to copy a triggered ability, and those are plentiful these days.
At a minimum, this is an Elf that helps you with the Elf graveyard theme in a huge way, and at maximum, this turns into an unbeatable creature token engine.
She's a little hard to cast, but her trigger is really strong -- even if you can only cost 2 mana cards you're going to net some value here quite quickly.
Convoking and getting two bodies is exactly what Merfolk decks want to do, so even though this is a little bit overcosted, it's always going to make the cut in that deck.
A two mana 2/2 with Flash is pretty underwhelming, but this has every creature type -- and while the UB theme isn't super well-supported, it is about playing stuff during your opponents turn, and this can do that.
This offers a great buff to a huge chunk of your board, and because of its death trigger it will virtually always give you a 2-for-1.
Getting a 3/3 and 2 treasures for 3 mana is quite the deal.
Lifelink means that this can really benefit from buffs, and there are plenty of ways to buff creatures of specific types in the set.
This costs 5 mana and does nothing on its own immediately, and even when you make it to your next turn you need to have a noncreature spell and creatures in play of the right colors for it to do something. That's too much work.
A 4-mana 1/4 with lifelink that can reanimate small creatures is pretty good, and this makes itself better while it does it.
This has some real value engine potential, since he provides you with two colors all on his own. You do need cards of the right colors to get exiled to be able to cast 2 at a time, but even just getting 1 is really good.
This has great stats and it's ability to Blight can net you cards. Works great with other -1/-1 counter stuff too.
This can give you 2 cards worth of value, and it's also great mill and discard fodder.
Tapping a creature and stunning it and drawing a card will virtually always be useful modes. The other two are more situational, but when they're useful, they are really good.
After that first turn you play here she can protect your creatures from being targeted by anything, and she may even offer that buff to begin with, provided your opponent is playing the right colors.
A card like this can allow for absurd curve outs where you just do tons of damage your opponent can't do anything about.
Killing your opponents best creature and then giving your whole board +3/+3 is likely to just win many games -- and if your board isn't built out enough for that, you can choose instead to get more gas -- either by making an elf token or getting some permanents back from the graveyard.
Lots of elementals in this set have triggered abilities -- including all the ones that pay you off for casting a card with mana value 4 or greater, so this effect is actually going to come up.
In the early game this can be a good way to tutor up a land, or a good removal spell, and then later this can easily generate a 3-for-1.
This is a pretty legitimate payoff for casting stuff during your opponent's turn, but it does pretty much have to be played in a UB deck if you want to cast this consistently.
This has okay stats, and while it's trigger is somewhat underwhelming, it's one you'll get on many turns.
This won't always have a target for the GG effect, but that's okay -- a 6-mana 6/5 that draws you 2 and you discard 1 is great as is.
This isn't going to work out for you unless you've gone really hard on a specific creature type -- and I mean 10+ cards with the same type. That's because you need this buff to matter immediately, otherwise you're spending 6 mana on nothing. It does snowball once it gets online, though.
This has a super small effect that isn't really worth a card most of the time. It'll gain you some life and then be a bad Raise Dead later in the game.
This being able to animate into a creature and having all creature types is nice -- but it's pretty rare for a 3-mana mana rock to be worthwhile in Limited.
This has an okay baseline and can help you with Vivid in more ways than one.
Even in a set where creatures matter this much, this trigger has a sub-50% chance of actually doing something, and that's not good enough for 4 mana.
So you have to play this, then equip it to something, then make a creature token, then hope that creature token is worse than whatever you equipped this too. Yeah, that's not going to happen.
This can help you with Vivid and be a bad payoff for maximizing it.
This can feel quite good in an opening hand that is super aggressive, but hands are rarely that consistent in Limtied and it's a terrible top deck.
This gives you a useful body up front and offers a decent enough buff.
Shock lands offer excellent fixing and can even enter untapped, not something we see every day in Limited.
It might seem like this can give you really good fixing, but there's a huge chunk of your deck that this can't produce colored mana for, and that's often a problem.
As always, this gives you some solid fixing, and gets an extra bump in graveyard decks.
Shock lands offer excellent fixing and can even enter untapped, not something we see every day in Limited.
Shock lands offer excellent fixing and can even enter untapped, not something we see every day in Limited.
Shock lands offer excellent fixing and can even enter untapped, not something we see every day in Limited.
Shock lands offer excellent fixing and can even enter untapped, not something we see every day in Limited.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-common text-light||Creature — Shapeshifter
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Creature — Shapeshifter
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Creature — Merfolk Cleric
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Planeswalker — Ajani
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Artifact — Equipment
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Giant Warrior
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Creature — Kithkin Knight
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Kindred Enchantment — Kithkin
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Kindred Instant — Shapeshifter
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Creature — Giant Warrior
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Legendary Creature — Elemental God
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Merfolk Soldier
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Enchantment — Aura
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Shapeshifter
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Kithkin Knight
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Kithkin Scout
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Kithkin Citizen
|
1.0 // 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Creature — Kithkin Soldier
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Elemental
|
1.0 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Enchantment
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Merfolk Scout
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Treefolk Cleric
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Sorcery
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Instant
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Kithkin Soldier
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Legendary Creature — Elf Warrior
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Merfolk Scout
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Creature — Giant Warrior
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Enchantment — Aura
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Treefolk Cleric
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Kithkin Advisor
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Kithkin Soldier
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Merfolk Warrior
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Creature — Merfolk Cleric
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Creature — Merfolk Scout
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Enchantment — Aura
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Creature — Merfolk Soldier
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Creature — Merfolk Wizard
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Creature — Faerie Rogue
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Faerie Wizard
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Faerie Rogue
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Creature — Faerie Wizard
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Merfolk Rogue
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Faerie Wizard
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Elemental Wizard
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Creature — Horse Serpent
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Enchantment — Aura
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Enchantment — Aura
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Shapeshifter
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Merfolk Soldier
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Artifact
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Elemental Wizard
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Elemental
|
2.0 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Merfolk Wizard
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Merfolk Citizen
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Instant
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Elemental
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Elemental Soldier
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Creature — Elemental
|
1.0 // 4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Instant
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
Tanufel Rimespeaker
3 This has passable stats and is a premiere payoff for casting expensive spells.
ss-uncommon|Blue|Creature — Elemental Wizard
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
Temporal Cleansing
3 This is a good removal spell that will be super easy to cast thanks to Convoke.
ss-common text-light|Blue|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Creature — Faerie Rogue
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Creature — Merfolk Wizard
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Kindred Sorcery — Merfolk
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Artifact — Equipment
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Goblin Assassin
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Black|Creature — Faerie Rogue
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Treefolk Warlock
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Sorcery
|
1.5 // 4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Kindred Enchantment — Goblin
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Goblin Warrior
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Sorcery
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Creature — Goblin Berserker
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Elf Warrior
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Sorcery
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Creature — Elf Warlock
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Elf Warlock
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Faerie Rogue
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Creature — Elf Assassin
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Treefolk Warlock
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Shapeshifter
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Goblin Berserker
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Goblin Warlock
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Elf Warrior
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Elf Warlock
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Black|Creature — Elemental
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Legendary Enchantment
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Goblin Warlock
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Kindred Instant — Shapeshifter
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Faerie Assassin
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Sorcery
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Goblin
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Creature — Elf Scout
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Creature — Elemental
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Creature — Goblin Warlock
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Creature — Elf Cleric
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Giant Warrior
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Goblin Berserker
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Giant Warrior
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Sorcery
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Creature — Elemental Sorcerer
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Sorcery
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Enchantment
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Goblin Warlock
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Instant
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Elemental Sorcerer
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Elemental Sorcerer
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Elemental Warrior
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Elemental Bard
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Elemental Sorcerer
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Sorcery
|
1.5 // 2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Creature — Giant Wizard
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Goblin Scout
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Creature — Goblin Sorcerer
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Sorcery
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Kindred Sorcery — Elemental
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Creature — Elemental Warrior
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Enchantment
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Creature — Elemental
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Red|Enchantment
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Creature — Goblin Warrior
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Instant
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Shapeshifter
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Red|Sorcery
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Elemental Sorcerer
|
1.0// 3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Goblin Warrior
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Red|Creature — Dragon
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Elemental
|
2.0 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Goblin Warrior
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Instant
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Creature — Goblin Warrior
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Green|Creature — Giant Druid
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Green|Creature — Elf Druid
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Instant
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Creature — Kithkin Soldier
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Kithkin Knight
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Green|Sorcery
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Creature — Elf Warrior
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Shapeshifter
|
0.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Kithkin Ranger
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Elf Archer
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Kithkin Druid
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Creature — Elf Druid
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Enchantment — Aura
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Treefolk Druid
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Elemental
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Elf Advisor
|
1.5 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Elf Scout
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Instant
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Kithkin Advisor
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Elf Druid
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Kindred Enchantment — Elf
|
0.0 // 4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Creature — Shapeshifter
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Enchantment — Aura
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Elemental
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Enchantment
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Giant Mercenary
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Elf Warrior
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Enchantment
|
1.0 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Creature — Elf Warrior
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Enchantment — Aura
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Creature — Kithkin Citizen
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Sorcery
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Green|Legendary Creature — Elf Druid
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Green|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Elf Berserker
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Green|Creature — Elf Assassin
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
Wildvine Pummeler
2.5 Casting this for 5 is pretty doable, and it gives you a big body for the cost.
ss-common text-light|Green|Creature — Giant Berserker
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Black|Legendary Creature — Bird Bard
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Red|Kindred Instant — Elemental
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Red|Creature — Goblin Warlock
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Red|Legendary Creature — Giant Warrior
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Green|Kindred Sorcery — Kithkin
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Red|Creature — Elemental Incarnation
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Red|Creature — Goblin Warlock
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Green|Creature — Shapeshifter
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Black|Creature — Elemental Incarnation
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Blue|Creature — Merfolk Soldier
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Blue|Creature — Merfolk Wizard
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Black|Green|Legendary Creature — Treefolk Druid
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Black|Sorcery
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Red|Creature — Goblin Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Green|Creature — Elf Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Red|Creature — Elemental Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Green|Creature — Kithkin Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Blue|Creature — Merfolk Scout
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|White|Black|Creature — Elemental Incarnation
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Red|Creature — Shapeshifter
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Green|Creature — Kithkin
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Red|Creature — Elemental Sorcerer
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Red|Green|Creature — Shapeshifter
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Green|Creature — Ouphe
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Red|Kindred Sorcery — Goblin
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Green|Legendary Creature — Elf Noble
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Red|Creature — Giant Warrior
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Red|Legendary Creature — Vampire Cleric
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Green|Legendary Creature — Elf Druid
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Black|Green|Legendary Creature — Elf Faerie Noble
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Creature — Merfolk Soldier
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Blue|Black|Creature — Shapeshifter
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Black|Green|Creature — Elf Warrior
|
4 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Red|Green|Creature — Noggle Rogue
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Black|Creature — Shapeshifter
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Red|Green|Enchantment
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Black|Creature — Treefolk Cleric
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Red|Legendary Creature — Goblin Sorcerer
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Red|Creature — Ouphe
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|Black|Green|Creature — Elf Druid
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|White|Blue|Kindred Sorcery — Merfolk
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Blue|Green|Legendary Creature — Gorgon Wizard
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|White|Green|Creature — Kithkin Soldier
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare|Black|Green|Kindred Sorcery — Elf
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Red|Creature — Elemental Sorcerer
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Red|Green|Creature — Elemental Incarnation
|
5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon|Blue|Black|Creature — Faerie Rogue
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light|White|Green|Creature — Kithkin Citizen
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic|Blue|Green|Creature — Elemental Incarnation
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-mythic||Legendary Artifact
|
1.5 // 3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Artifact
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Kindred Artifact — Shapeshifter
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact Creature — Scarecrow
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Artifact
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Artifact — Equipment
|
0 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Artifact
|
1 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Artifact
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Artifact — Equipment
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land — Swamp Mountain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-uncommon||Land
|
2 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-common text-light||Land
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land — Plains Island
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land — Swamp Forest
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land — Island Mountain
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
|
ss-rare||Land — Forest Plains
|
3 | 0 | 15.00 | 0 | 0.00 | 0 |
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: