Between Warp and it's death trigger, the Vestige can generate a 3-for-1, and a strong one too, since it even adds something to the board right away in most cases.
He needs lots of artifacts to really get going, and his ceiling isn't even all that high because he doesn't have abilities that add or subtract from the board meaningfully.
Banisher Priest with all kinds of upside, since you can use the Warp to get a blocker out of the way or rebuy an enters trigger.
There aren't that many things this enters trigger can bring back, so much of the time you're just getting an efficient flyer.
This gives you two artifacts, and is the kind of thing spot removal can't answer. The equipment itself offers a reasonable buff for the equip cost, too.
It isn't what it once was, since so many creatures have "enters" triggers these days, but this is still a flexible removal spell that can answer virtually anything.
Sweepers are awkward in Limited to be sure, since it's challenging to break their symmetry, but they can reshape the board impressively.
A three mana 2/4 with Vigilance is a passable base-line, and this'll often have 4 power. It can also attack and station in the same turn, unlike most creatures.
This trigger is insane and great in any situation. Don't have enough creatures? Make two. Already have lots of creatures? Buff your whole board.
It's expensive, but getting this trigger even once is pretty powerful.
This isn't super exciting, but the artifact type and counter synergy will allow it to make the cut reasonably often.
A three mana 2/2 can be a liability, but this one has enough upside to be worthwhile.
This is a solid trick that can win a decent number of combats or do lethal out of nowhere. It'll feel amazing when it draws you a card, too.
Hitting any nonland at instant speed is nice, but you also 2-for-1 yourself when you use this, so if the target isn't a good one, it really isn't worth it.
Most of what you're getting here is a really good stat-line with these keywords, but sometimes you'll get some extra tokens, and Warp opens the door to that possibility a little bit more.
This has bad stats and the enters trigger isn't useful often enough.
This has an okay baseline, but the trigger isn't worth the effort most of the time. Just look at it as minor incidental value.
This is efficient and can trade up in a big way -- but only when your board is right and your opponent attacks or blocks the way you want them to.
You aren't going to draw cards with her all the time, but just the solid body and life gain trigger are fine, and if you even draw one card with her you'll feel great.
Most decks will have enough artifacts to make this work, and when it does it feels a lot like Swords to Plowshares.
This gives you an impressive return on your investment, and synergizes nicely with both +1/+1 counter decks and double-spell decks.
The baseline here is excellent, and throwing this away late to grab your Auxiliary Boosters is pretty good.
This ultimately gives you two tokens + a 3/2 body and that's a very easy way to go wide, and well worth the mana. It also fills two spots on your curve.
This is reasonably disruptive, though both it's stat-line and it's enters trigger have diminishing returns the later the game goes.
This often becomes an anthem the turn you play it, and that also makes it easy to station it into a creature.
The baseline here is dismal and the ceiling is a vanilla creature.
This is a sideboard card to bring in against an opponent whose creatures are really low to the ground, otherwise it's unplayable because it's symmetrical, narrow, and you're almost never using the activated ability in Limited.
You're happy with this no matter which outcome you get.
It's a little expensive, and not great at destroying non-artifacts, but the life gain helps make up for those things.
This generates lots of values via both Warp and being cast normally, and it gets extra good in Green/White.
The indestructible mode has some wide applications, and the removal mode is good when it's usable.
This adds something to the board immediately, and the thing you get back might even be able to help station it.
The ceiling is high to be sure, but I don't like the significant set up needed to get good value out of it. Especially in a set where White isn't really about the graveyard.
It can't hit everything, but it can efficiently deal with what it can hit.
This set doesn't really have enough legendary creatures for this to be viable, even as a buildaround.
We've seen almost this exact card many times, and despite being so cheap, it hasn't performed all that well. The buff is meager, and moving it around on later turns isn't worth it.
This generates a 3-for-1 between Warping it and casting it, and even gives you a somewhat threatening creature.
The stats are bad and the upside is incredibly minor.
It's been awhile since we've seen a "tap target creature" activated ability work out in Limited. It's just better to add to the board these days.
This can buff your board pretty effectively, and has a great baseline.
This'll give you a lander about half the time, and will often feel like a two mana 3/3 even when it doesn't.
The payoff is strong, but the Hill Giant stats are abyssmal.
This gives you a body up front, which makes it easier to station and allows it to add to the board right away. Getting two artifacts out of one card is pretty sweet too.
Whether you warp or cast this it feels pretty underwhelming for what you pay.
This is way too narrow to be of use in most decks. You've got to be great at going wide with it to make it a playable card, and if you're not good at it, you should steer clear.
This is sideboard material. Even in a set with a decent number of artifacts, it's a blank card way too often.
This is cheap and can do a lot -- like shrink an opposing creature or make one of yours unblockable -- but it's still an Equipment that needs a worthy thing to equip it to.
This'll let you see tons of cards in most Blue decks, and drawing three from a selection of several cards is pretty strong, even if it doesn't add to the board.
A three mana 2/4 Flyer is a reasonable deal, and this will get there a significant chunk of the time.
This generates a 2-for-1 when cast normally, and a 3-for-1 if you have time to Warp it -- and it gives you card selection and graveyard synergy on top of that.
This is going to feel a lot like Stock Up, and that's good company to keep. It gives you many cards to choose from, and when kicked you get a 2-for-1.
Only stunning tapped creatures is a pretty big bummer, but it's an artifact that ultimately draws you 2 cards, and it's hard to feel too bad about that.
This isn't great removal, since the creature will often still be able to block -- and if the creature has abilities that don't involve tapping they will still be very relevant, but it's cheap enough that you'll feel fine about using it.
Even without the token this is a playable card, and with it a whole world of possibilities open up. Keep in mind you can bounce your own thing if there's value in doing so, and still get the 1/1.
Not the greatest counterspell, as it quickly has diminishing returns, and getting a lander as a consolation makes up for that a little, but not by enough.
There are plenty of ways to turn this into a formidable creature in the early game, especially with Warp.
It's never better than a vanilla creature, and generally double-spelling will mean you're not getting this into play way ahead of schedule, although playing a three drop and this on turn 5 sounds pretty good.
This doesn't do anything amazing, but it does lots of little stuff -- like help trigger double spell payoffs at instant speed, so it's a solid one drop.
If you can get it going, this is great. If you can't, it's terrible. Basically, it's a quality card in Blue/White decks that double spell a lot, and kind of bad everywhere else.
An equipment that blanks removal is pretty nice, and it can be used as an Equipment payoff too! It's good in the artifact decks as well as the double-spell deck, too.
The baseline's not great, and you need two triggers before you feel remotely good about the investment.
We see a 4-mana instant with this effect a lot, and it's always pretty good. It's 1-for-1 removal at a reasonable rate, and the additional upside of hitting spacecraft and Surveiling definitely matters.
This is a very strong Artifact payoff, but it's weighed down pretty hard by the terrible stat-line, which means 2 and 3 mana commons can easily kill it.
This has useful typing, but underwhelming stats, and a payoff that is nothing special.
A two mana 3/2 WITHOUT defender, is a 2.5 at best in this day and age, and this is definitely worse.
Getting this trigger twice is sweet, and adding a sizable body to the board while stunning something is a great play.
This is mostly here for the double-spell deck, but even there you're not going to be super pumped about it.
Most Blue decks will have enough artifacts to get some extra cards out of Mm'menon. His mana production ability is also good with Warp, keep that in mind.
This ask way too much of you in Limited. You need to get this on a creature worth copying, hope your opponent can't interact and then find a way to make tokens.
This "enters" trigger lasting until your next turn is pretty sweet, and this is a very legitimate threat. Ward helps offset how expensive it is, too.
The stats are bad, and the upside is mediocre.
This is an easy 3-for-1, and can go far beyond that once you're low on cards in hand -- and it's a pretty scary threat, too.
This seems too clunky to get super excited about, though it can generate a 2-for-1 in the right situation.
It needs a little bit of set up to really do it's thing, but that set up is pretty doable. Giving up a lander or other expendable thing for this trigger is great, as is the ability to put the counter wherever you want. You can also sacrifice it to itself in a pinch.
The stats are bad, and whether you Warp or cast this normally, that trigger is very weak.
This enters trigger is strong, and that's important, because it needed to do something big up front to make up for being 6 mana and not adding a body to the board in most cases.
A 5-mana 3/5 Flyer that surveils 2 when it enters is a card you'd play in a lot of Limited formats, and the Warp upside definitely means you'll be playing these.
This set has enough enters triggers for this to be worthwhile, especially because so many Warp creatures come with triggers, and the baseline isn't terrible here.
You'll Warp this any time you have a creature that can get in, and when it comes down later in the game it represents a must-kill threat.
I don't love a two mana 1/1 flyer, but this one can legitimately accelerate your mana.
You really need to be animating or buffing artifacts consistently with the 2+ ability, but if you can, this also becomes easier to Station -- and if this feels even close to being a one mana 4/4 with flying and vigilance, it's going to be pretty good.
It's a little clunky, but stealing an opposing creature is super strong, even when it's super nerfed.
Cancel isn't great in Limited, and while this has upside that'll feel pretty good against Warp, it's not enough to make it a card that always makes the cut.
The stat-line is solid, and it certainly helps you double spell.
This doesn't add to the board upfront, and takes awhile to become a threat -- and even when it becomes one, the total package doesn't seem worth 4 mana.
This is a little weird, but also really good. You do have to give your opponent one free spell. But you also get to draw seven cards, so you're going to take advantage of the free spell way more than they are.
The baseline here is pretty bad, but the Ward makes him challenging to kill without your opponent 2-for-1ing themselves, and his Void trigger can be pretty good. I wouldn't count on him surviving after that attack, though.
This would be a 4.0 if it were easier to cast, but at three black mana you're going to have a tough time casting it when you need to.
This gives you two permanents, and up to 2 cards of value. Also good with sacrifice outlets.
I don't feel good about paying 4 mana for either of these modes.
This asks too much of you. You have to spend a clunky 4 mana Aura that doesn't buff your creature at all, then attack, then hope your opponent ha something worth reanimating. I don't see that lining up enough for this to be playable.
The baseline's not great, but if you have expendable artifacts it can attack on lots of boards.
This is quality trick that's good in combat and good against removal.
The three mana sorcery that draws 2 and has you lose 2 is rarely especially good, and even though this one will occasionally make your opponent lose the life, I'm not super interested in playing it.
This is pretty close to Doom Blade. There are some big things it can't kill, but there are lots of really expensive things it can kill, and trading up will be commonplace.
Just the removal this offers is pretty good, but then having artifact upside and two very nice abilities that let you cash it in for even more value is amazing.
Even without the Void ability, this would be a very good card because it has an excellent baseline and isn't that hard to draw cards with, but Void also turns into a token engine, which is just insane.
This kind of card is always a buildaround that works nicely in decks with lots of expendable fodder, but it's terrible when you have to 2-for-1 yourself for it.
This takes awhile to get going and isn't going to feel like a good play on turn 4 most of the time, but once it's online it has the kind of body that can't be ignored, and might even rip your opponents hand apart.
This has all kinds of awesome modes. You can use it as the usual "destroy damaged creature" card, which usually isn't good in Limited -- but you can also use it to destroy a really problematic threat and give your opponent two cards, or destroy your own creature and draw 2 cards.
This gives you a card back up front, and it become a pretty reasonable threat before too long.
This'll often just be a 4-mana 4/4 with death touch, which is a card you pretty much always play.
It's a little bit expensive, but it answers everything that matters in the set at instant speed, and the exile is very relevant.
You get two bodies here for a pretty good rate, even if it feels like you're overpaying at first.
One mana 1/1 death touchers are never bad, and this one's even an artifact.
This is awful if you can't trigger void, and even when you can it's not insane.
The baseline is a playable card draw spell, and when you trigger void it becomes excellent.
A three mana 2/2 is really bad these days, and you're going to need two counters on this thing before it feels good -- and that means there's a window where it's really bad, and triggering Void twice is far from a forgone conclusion.
There's a lot of sacrifice built into this format with Landers and lots of black sacrifice cards, so getting counters on this is pretty doable.
Even with 0 other artifacts this is playable, and you're going to have more. Adding a big flyer to the board that also kills something and buffs something else is pretty insane.
This is a cheap artifact that can trade up and do some efficient stationing, but it's kind of all in on those things, and I don't love it.
This trigger isn't particularly strong when you can't do it at instant speed.
This can effectively tap to draw you a card and lose a life every turn. It takes a little bit of set up, but nothing crazy.
The set up cost here is real, but getting a lander and a creature back does make it easier to get your mana's worth.
This has a very real downside, but it also has very real upside. Playing this on two is a pretty big nightmare for your opponent, as they're likely to take lik 12 damage before they can do anything about it -- and if they ever want to kill it, they get 2-for-1'd. And once the counter part is bad, you can just use it to station.
An edict on turn 5 isn't amazing, but it does subtract from your opponents board, and there's a pretty good chance it'll be a 4/3 flyer in a couple of turns.
I don't like the stat-line, but this trigger has proven to be pretty legit over the years, and while the cheap Warp isn't always relevant, sometimes it is -- if only to help your permanents get Void going.
The baseline is passable, and if you have expendable stuff around this is a great way to cash it in.
Coercion isn't very good in Limited, and while this can turn into a much more powerful spell, setting that up is too incosistent.
This won't ever stay dead for long, and it's recursiveness makes it go great with sacrifice outlets as well as Void.
Even without Void you'd probably play every copy of this you can get -- with it, that's even more the case. Because it only costs one, there are lots of turns where you have mana left to cast it.
A free sacrifice outlet is always valuable, and this one comes with an on-rate creature.
This gives you more than a card worth of value, and that's especially true when you have ways to cash the creature in with sacrifice effects.
This trigger is nice, but you basically need to get it going the turn you play it, otherwise this card is incredibly underwhelming because of it's stat-line, and I don't see that happening often enough for it to be great.
Convoke means you can often cast this at a discount, and even it always cost 4, it'd be playable.
If you think of this ability as tapping to make a vanilla token, it sounds pretty good -- and that's basically what it is, even if it does take the extra step of having something in your graveyard. The trade off is that sometimes those vanilla tokens will be huge.
You'll fire this off in the early game when you find a window where it can kill multiple opposing creatures while not hurting you that much. And in the late game -- if you have enough life -- casting this for 6 is usually game over, since you wipe everything and get the best creature back.
This can often trade up, but there are enough times where you trade down or straight up can't kill a creature that it's not amazing.
This is a little too situational for my liking. It can kill just about any flyer, but beyond that it's incredibly finnicky.
The "enters" trigger is great, but the payoff for stationing this is pretty underwhelming.
It's tough to set this up. You need something worth copying a bunch, and a lot of mana for it to be meaningful most of the time, and there are too many situations when the effect this gives you is irrelevant.
Putting 5 charge counters on one of your Spacecraft might turn it into a creature, but that's only worth a card when you can use this as a trick. The other mode does make this more viable though, as it has plenty of targets.
This has a bad baseline and getting a counter on it is far from automatic.
This is a good trick that will occasionally have fun upside with Warp.
This spacecraft doesn't have an enters trigger, but it's so easy to station that it willt ypically smash in for 6 when you play it.
If this only ever did 3 damage it's be a very good card, but it'll do 5 often enough to be great.
This often generates a 2-for-1 between the solid body and the Lander token.
This feels great on turn one, and can chip in for lots of damage if your opponnent isn't careful. It's not terrible late either, as the extra body it provides might just give you the damage you need to do lethal.
This has a passable baseline and getting even one counter on this will make you feel like you got your mana's worth.
This ability can be used even when you don't need haste, and sometimes that buff is nice. It works nicely with Void, too.
This always gives you a lander, but doing 2 to the whole board is a challenging effect to make one-sided in Limited.
Artifact-based Tormenting voice is fine, and this one can even actually add a body to the board later.
This buff is pretty legit on many boards, whether you're warping it or casting it normally.
The ceiling here is high, but sacrificing a high mana value artifact isn't usually what you want to be doing, and most of the time you'll have to wait a turn to use this.
The Gray Ogre stats are brutal, but this trigger will frequently give you a good attack the turn it comes down, so it isn't as big of a deal if your opponent kills it for one mana when they untap.
Even in a set with Landers, this seems too expensive to be a reliable top-curve card -- especially when all you get is a 4/4 flyer. The enters trigger is nice though, so if you really need something to ramp into, you could do worse.
Warping this will usually allow you to pick off a small creature and smash in for 4 -- and then your opponent has to deal with it in the longer term just a couple of turns later.
This is a clunky sorcery, it can kill almost anything and will typically even give you a lander, and that's a sweet 2-for-1.
It's always surprisingly difficult to have one mana left over to use this on a given turn, and the baseline isn't good.
You have to pick your spots, but typically this'll be a really good removal spell that gives you all kinds of value. You can even hit your opponent with it.
Even without Void this would be one of Red's best commons.
This can generate a 3-for-1 when you Warp it and then cast it later, and if you have more Kavus things get even sillier.
I'm not super interested in a Warp creature that can do nothing but attack -- and a 4-mana 3/3 with Haste isn't good.
Feels weird for Red to get a two mana 0/4 with Reach, but this'll often be a 2/4, and with landers can threaten to be a 4/4 pretty often.
This is a solid trick in combat, but it's not useful against most removal.
So the dream here is to cast a cheap removal spell and then cast the Actuator in the same turn to cast it again. When you can line that up it'll feel awesome, but because it's an "enters" trigger and demands such a specific window, I don't see that happening enough for this to be great.
This is sideboard material. The burn mode isn't worth it on it's own, but if you have a low number of cheap artifacts and your opponent has a lot, it can be playable.
This feels pretty good on turn one, since it has a useful type and can attack unblocked for a couple of turns -- and then later it turns into a value engine that converts artifacts in your graveyard into +1/+1 counters and burn spells.
Being a cheap artifact has value on it's own in this set, but this one's pretty underwhelming.
You can use this on your own spacecraft to turn it into a creature until end of turn, giving it one additional mode than we usually see on this type of card. Still, it's mostly only worth playing when you have several ways to sacrifice the creature you steal.
A 4-mana 3/5 that grants haste to everything is pretty good, and sometimes Tannuk will let you Warp stuff. Worth noting that lots of creatures without Warp aren't that good with it, unless they have "enters" triggers.
This asks far too much of you. 6 mana, this card, an artifact in your hand worth cheating into play, and a way to break the symmetry of a board sweeper. That's not going to happen.
This is either a two mana 4/3, or a two mana 2/1 that gives you two Landers, and I'd play either one of those cards. The Landers give great value, and a 4/3 is relevant pretty much all game long.
This gives you a huge body that is going to make sure you get a card of value every single turn. The one downside is you have to wait a turn to start generating that value in most cases.
This is a great way for decks to reload their hand in the late game.
This tends to be a good removal spell all game long, and it's not that hard to turn it into a relevant creature.
You can't get this going in Limited. First you need to a play a card that does nothing on it's own, then you need noncreature artifacts, then you need ways to sacrifice them.
This kind of trigger can contribute tons of damage over the course of the game, and being a cheap Warp creature means you can gain access to it in a wider variety of secenarios while also getting Void going.
Even if this wasn't an artifact and didn't have the second ability, you'd play it in pretty much every Red deck. Throw those two things in, and it becomes one of the best commons in the set.
On a typical board state, this'll come down and buff everything -- and if you can't do a ton of work by attacking with those buffed creatures, you can probably immediately turn this into a pretty scary creature. It's basically a Green Venerated Loxodon.
This does very little on it's own, and is expensive for a card that's the case for. If you manage to get it going it can do some work, but I don't think your opponent is going to give you the luxury of time.
This is a quality trick. It's good in combat, good against removal, and grants a permanent buff.
Deathtouch as an enters trigger isn't always relevant, and the baseline here is pretty medium.
Weather you use this to put some counters on a creature or cast it normally -- or both, I think you're always going to feel like you're overpaying.
This gets around the usual downside of "bite" effects, because your opponent killing the creature you choose doesn't stop it -- and the warp part makes it even more exciting.
This'll usually let you kill something and get a good attack in, and that's always good. Careful about interaction, though.
This isn't a terrible way to put a counter on something early, and later in can add a real body to the board and bring another counter along for the ride.
Giving your opponent something isn't great, but you both get a Lander so it's sort of a wash -- and you also got to have a one mana 2/2.
The stats are good, and this trigger can add up over the course of a game.
This'll probably be a little bit better than Chocobo Racetrack because of Warp, but that card underwhelmed in a big way, and I think this will too.
In Limited this is mostly just a hard-tocast two mana 3/2 with Trample and Haste.
Casting this for 5 is easy, but not very good.
This gives you a solid bad and an entire additional card of value. It might be the best common in the set.
Tapping a permanent you control can be surprisingly hard, but this can certainly deliver a good mana boost and even fix when you have the time.
Big creatuers that gain life tend to work nicely as ways to stabilize, and while this isn't as big nor does it gain as much life as the best versions of this type of creature, it does enough to be solid.
This can definitely close out a game, but it's super expensive and kind of challenging to actually trigger landfall the turn it comes down.
This is always big and your opponent can almost never kill it efficiently.
This is cheap, but it still doesn't feel worth the mana or the card to me. The buff it offers is meager and it dies any time it attacks. It gets more interesting with stationing, but even then it only helps a tiny bit. You have to buff it to get it going, and that doesn't seem wortwhile.
This'll never feel great, but it'll never feel bad either.
Since this helps you load the graveyard and lets you play lands from there, it is going to effectively to draw you extra card with regularity.
We've never really seen one of these cheap creatures with bad stats and an activated ability to make it bigger really slowly actually work out.
I don't like that this doesn't add to the board right away, but it does fix and ramp your mana reasonably well, and is good for triggering landfall.
A 6-mana 5/7 with Reach isn't the worst thing ever, and it'll cost 4 mana against some decks.
This does nothing on it's own, and while Warping it and stationing sounds pretty sweet -- that takes some very particular set up to be relevant.
This'll be pretty good at drawing you cards in Green, and especially in Green/White.
The free equip is kind of nice, but at Sorcery speed it's not great -- and costing 5 to move around later is just way too much.
This is a super cheap removal spell, even if it takes take a little bit of set up. The upside is you get to keep the buff.
This only buffs power, which is kind of a bummer -- but it can still let creatures turn into much scarier threats for a turn.
This'll virtually always put at least one counter on all of your creatures before your opponent ever has a chance to do something about it, and if they don't, things quickly get out of hand.
This has 4-for-1 potential! But...it's also a 5 mana card that doesn't add to the board, and it only gives you that 4-for-1 when the contents of your graveyard are exactly right.
This gives you nice value for the very cheap cost.
The starting stats are bad, but it's ability to generate landers and grow makes up for that.
This set has enough targets for this to be in your main deck.
Despite it's similarities to Seedship Impact -- and even having a stronger text box -- it's significantly worse because it costs one more mana and is a Sorcery.
This can take down most fliers, and is adequate against most other stuff.
This "put something into play from your hand" trigger is more difficult to take advantage of in Limited than you think, but this does become a creature fairly easily and when you can pull it off, that effect can be strong.
This is effectively a 4-mana 4/4 with Vigilance, and it can often buff other creatures right away.
This does nothing on it's own, and these days in Limited that kind of card just doesn't work out. You need to draw 3 cards with this before it's worth it, and that's not going to happen.
The stats are almost adequate, and two Surveil triggers provide some real value beyond that.
This enters trigger is really good even if you don't discard an artifact, and death touch makes him a relevant attacker on most boards.
Even if this only made a lander I'd be pretty excited about it, but it also has a great mana sink ability. It's both a payoff and an enabler, and that often makes for a great signpost uncommon.
This is an efficient creature even without the "sacrifice an artifact" trigger, and with it, you can pressure your opponent with landers quite effectively.
It's tough to ever make this efficient, and it's a nonbo with Warp, since it'll shrink when you cast those creatures from exile.
This will always be efficient, and cashing in counters for tokens and cards is very doable in Green/White.
This can target itself with the landfall trigger, and it's great that the ability scales as the game goes on.
She can spit out counters really effectively, and help you draw cards too. The one downside is her stat-line, but she overcomes that for the most part.
This set has very few multicolored cards at lower rarities, so getting this going is pretty difficult -- and that's without even mentioning how hard it is to cast.
This enters trigger will usually give you a 2-for-1, and this can threaten to grow into a legitimate threat.
This trigger even counts tokens, so you can really wild with counters with Mm'meenon in play.
It's a little tough to cast, but there are very few situations where this doesn't read "You win the game." You choose odd or even, so finding a way to make a choice that results in lethal to your opponent isn't that challenging, and even if you can't quite do that, you can make sure your opponent gets hurt more than you do.
This can spit out tokens really easily in this format, and Warp makes it even easier to find a window to get that sweet value.
There's not a ton of food in this set, but there are lots of artifacts he can throw at your opponent.
I don't like the stat-line very much, and even in this set consistently getting a robot out of this trigger is a bit of a challenge.
You're mostly getting a 6-mana 4/4 with double strike and vigilance here, because Affinity won't matter much by the time you're at 6 mana. That stat-line is good, but not great -- there are several common three mana ways to answer this mythic 6 drop.
This is good at both setting up graveyard stuff and paying you off for it.
Wraths aren't great in most Limited decks since it's so hard to break the symmetry, and this one costs 6 mana, making it harder to really do something amazing with it. It's undoubtedly powerful, but hard to use in Limited.
This is way too consistent since it checks your life total, and even if it did always mill 20, paying 4 mana not to add to the board is a pretty big problem. If you get some spell recursion this gets a little more worth it, but the juice doesn't seem worth the squeeze.
This is a great payoff for double spelling. Even getting one token feels great, and this can turn into a legitimate win condition.
This has a nice baseline, and growing it isn't too challenging, especially because he likes Warp. If you can get his power to 4, he'll generate a 2-for-1, too.
This trigger will make your attacks a lot better, and his lifelink and death touch makes him a pain to attack into.
Landers can make it easier to trigger this twice, and the landfall trigger and stats are pretty solid to begin with.
If you can't consistently make this ability cost 4 or less mana, it's just a clunky mana rock that doesn't add to the board.
This has some interesting Warp upside, where it can come down and station something. But then you are probably never casting it again -- and using up a card on that type of effect is both not worth it, and not always going to line up.
This has bad stats, and a very weak "tapped" trigger, and an only occasionally useful activated ability.
This generates a 2-for-1 thanks to the lander, and the graveyard hate is a nice bonus.
I don't love that this does nothing on it's own, but that attack trigger is really strong -- and should you ever get it to 20+ counters, it ends the game in a single swing.
A 2-mana Equipment that costs 1 to Equip for +1/+1 isn't completely horrendous, especially in an artifact set -- and that activated ability, should you ever get there, ends the game.
This is really strong, but it's also 7 mana to do anything for a whole turn, and your opponent has a good chance at doing 10 to you if that's how you spent your mana! But if you untap, this can undoubtedly go off -- unless you hit two lands in a row, in which case you're probably dead. That's a little too finnicky to be great.
A 5-mana manarock that taps for three colorless isn't great in most Limited formats, and by the time you get enough charge counters on this thing to produce even more mana, you really don't need it.
This can reshape the board in a big way, and it's very easy to turn it into a 10/10 -- especially if you had one creature survive it's enters trigger.
Paying 3 mana to gain 3 life and draw a card isn't terrible, and you can do it in installments. But, this probably still doesn't always make the cut because it does so little.
Fittingly, this will usually kill somethign when it enters, and 7 charge counters to turn it into a creature is very doable. Not all decks want a 7 mana spacecraft, though.
A 4-mana 1/3 with hexproof and flying isn't really worth playing, but if you can gain access to this ability at 6 or so mana, you're going to be in business.
Without the Spacecraft upside, this is the kind of card that you only play in an emergency where you have very little removal. But with the Spacecraft upside, this makes the cut in decks with like 3 Spacecraft far more frequently.
It takes a turn to get going which is always a problem, but if you can make it to your next turn, you're going to have two slivers to either protect you or pressure your opponent, and things will snowball from there.
This is mostly just a creature with bad stats, since it's very challenging to win with poison in a set without a significant poison theme.
This is very easy to turn into a creature, and the fact it comes with a meaningful "enters" trigger partly helps make up for the fact that it won't always be one.
There are plenty of things you can copy with this, and even getting one token out of your land is pretty amazing. It feels like a 2-for-1.
Shock lands are some of the best fixing there is, whether you're in the two-color pair or using them to splash a color, having a land that produces two colors and can virtually always enter untapped is great.
It can be tough sometimes to have a spare untapped permanent, and sometimes the cost isn't worth it. But this does fix your mana reasonably well.
This is largely just a worst forest, since by the time you get 12+ counters on this, you don't really need Gaea's Cradle.
Shock lands are some of the best fixing there is, whether you're in the two-color pair or using them to splash a color, having a land that produces two colors and can virtually always enter untapped is great.
This activated ability is incredibly strong, and can turn many boards lethal -- and it's exactly what you want by the time you get those counters on this.
Shock lands are some of the best fixing there is, whether you're in the two-color pair or using them to splash a color, having a land that produces two colors and can virtually always enter untapped is great.
This is a hit to your mana base for sure, but having a repeatable way to produce tokens is a great way to grind out a win. The activated ability is a little more difficult to do anything all that great with, but it's upside on a card that's already pretty good.
Shock lands are some of the best fixing there is, whether you're in the two-color pair or using them to splash a color, having a land that produces two colors and can virtually always enter untapped is great.
This is a land that can let you cash in your creatures for big value in the late game, and that's often going to give you the juice you need to win the game.
This is largely just a worst Island, since by the time you get 12+ counters on this, you don't need Tolarian Academy.
Shock lands are some of the best fixing there is, whether you're in the two-color pair or using them to splash a color, having a land that produces two colors and can virtually always enter untapped is great.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare||Creature — Eldrazi
|
5 | 4.9 | 1.25 | 4 | 1.00 | 4 |
ss-mythic||Legendary Planeswalker — Tezzeret
|
2.0 // 3.0 | 5 | 1.00 | 3 | 1.00 | 3 |
ss-uncommon|White|Creature — Drix Assassin
|
4 | 4.6 | 2.00 | 1 | 2.00 | 5 |
ss-rare|White|Creature — Angel Warrior
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|White|Artifact — Equipment
|
3 | 2.6 | 7.73 | 22 | 7.17 | 124 |
ss-common text-light|White|Enchantment
|
3 | 3.9 | 4.22 | 23 | 4.77 | 70 |
ss-rare|White|Sorcery
|
3 | 4.8 | 1.50 | 4 | 1.67 | 4 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2.2 | 8.89 | 18 | 7.30 | 108 |
ss-mythic|White|Creature — Human Soldier
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|White|Creature — Human Knight
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-common text-light|White|Artifact Creature — Robot
|
2 | 2.9 | 6.93 | 14 | 6.43 | 97 |
ss-uncommon|White|Creature — Human Soldier
|
2.5 | 2.1 | 9.00 | 1 | 3.25 | 5 |
ss-uncommon|White|Instant
|
2 | 0.7 | 13.00 | 1 | 12.00 | 6 |
ss-uncommon|White|Instant
|
1.5 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-mythic|White|Creature — Angel Wizard
|
4.5 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-common text-light|White|Creature — Human Soldier
|
1.5 | 2.5 | 8.09 | 11 | 6.90 | 104 |
ss-common text-light|White|Creature — Human Soldier
|
2 | 2.1 | 9.00 | 11 | 7.67 | 103 |
ss-common text-light|White|Instant
|
2.5 | 2.8 | 7.12 | 17 | 5.44 | 98 |
ss-rare|White|Legendary Creature — Human Soldier
|
3.5 | 4.6 | 2.00 | 2 | 1.60 | 5 |
ss-rare|White|Enchantment — Aura
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-uncommon|White|Sorcery
|
3 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-uncommon|White|Creature — Human Advisor Knight
|
3.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-common text-light|White|Creature — Human Knight
|
3.5 | 3.3 | 5.90 | 20 | 5.62 | 70 |
ss-rare|White|Creature — Angel Wizard
|
2.5 | -0 | 15.00 | 0 | 2.75 | 4 |
ss-rare|White|Artifact — Spacecraft
|
4 | 4.6 | 2.00 | 1 | 2.50 | 2 |
ss-common text-light|White|Creature — Human Knight
|
1.5 | 2 | 9.43 | 7 | 7.25 | 108 |
ss-rare|White|Artifact
|
0.5 | 3.9 | 4.00 | 1 | 3.62 | 10 |
ss-uncommon|White|Creature — Human Pilot
|
3.5 | 2.9 | 7.00 | 1 | 4.00 | 2 |
ss-common text-light|White|Instant
|
2.5 | 2.8 | 7.21 | 19 | 7.14 | 114 |
ss-uncommon|White|Creature — Human Soldier
|
3.5 | 3.2 | 6.00 | 1 | 4.00 | 2 |
ss-uncommon|White|Instant
|
2.5 | 4.3 | 3.00 | 1 | 5.80 | 9 |
ss-uncommon|White|Artifact — Spacecraft
|
2.5 | -0 | 15.00 | 0 | 3.67 | 3 |
ss-uncommon|White|Sorcery
|
2 | -0 | 15.00 | 0 | 4.00 | 2 |
ss-uncommon|White|Enchantment
|
2.5 | -0 | 15.00 | 0 | 8.00 | 5 |
ss-rare|White|Legendary Artifact — Spacecraft
|
1 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-common text-light|White|Artifact — Equipment
|
1.5 | 1.8 | 9.85 | 13 | 8.65 | 123 |
ss-uncommon|White|Creature — Angel
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|White|Creature — Human Pilot
|
1.5 | 2.7 | 7.42 | 12 | 5.80 | 91 |
ss-common text-light|White|Artifact Creature — Robot Soldier
|
1.5 | 2.5 | 8.00 | 6 | 7.59 | 119 |
ss-rare|White|Creature — Human Cleric
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|White|Creature — Human Knight
|
4 | 4.3 | 3.00 | 2 | 3.00 | 2 |
ss-uncommon|White|Creature — Human Artificer
|
2 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-uncommon|White|Artifact — Spacecraft
|
3.5 | 4.3 | 3.00 | 1 | 3.00 | 2 |
ss-common text-light|White|Creature — Drix Artificer
|
2 | 2.7 | 7.44 | 9 | 6.53 | 116 |
ss-common text-light|White|Instant
|
1.0 // 2.5 | 1.1 | 12.00 | 1 | 11.25 | 24 |
ss-uncommon|Blue|Instant
|
0.5 | 1.1 | 12.00 | 1 | 6.50 | 5 |
ss-uncommon|Blue|Artifact — Equipment
|
2 | -0 | 15.00 | 0 | 7.75 | 6 |
ss-uncommon|Blue|Instant
|
2.5 | 2.1 | 9.00 | 2 | 7.67 | 8 |
ss-common text-light|Blue|Creature — Jellyfish Artificer
|
2.5 | 1.6 | 10.62 | 24 | 9.30 | 160 |
ss-uncommon|Blue|Creature — Dog
|
4 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-rare|Blue|Instant
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|Blue|Artifact
|
2.5 | 3.3 | 5.78 | 9 | 5.37 | 77 |
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 2.9 | 6.79 | 14 | 7.12 | 100 |
ss-uncommon|Blue|Instant
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|Blue|Instant
|
2 | 1.6 | 10.62 | 13 | 8.31 | 108 |
ss-rare|Blue|Artifact Creature — Robot Soldier
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Blue|Creature — Elemental
|
2.5 | 3.2 | 6.00 | 1 | 6.00 | 1 |
ss-common text-light|Blue|Creature — Jellyfish Warrior
|
2.5 | 2.5 | 7.92 | 13 | 8.07 | 127 |
ss-uncommon|Blue|Creature — Jellyfish Rogue
|
1.5 // 3.0 | 3 | 6.50 | 2 | 8.00 | 2 |
ss-common text-light|Blue|Artifact — Equipment
|
2.5 | 1.9 | 9.70 | 10 | 7.43 | 110 |
ss-common text-light|Blue|Creature — Jellyfish Rogue
|
2 | 2.4 | 8.20 | 15 | 7.64 | 141 |
ss-common text-light|Blue|Instant
|
3 | 1.9 | 9.78 | 23 | 8.86 | 152 |
ss-uncommon|Blue|Artifact Creature — Robot Artificer
|
2.5 | 4.3 | 3.00 | 1 | 3.00 | 3 |
ss-uncommon|Blue|Artifact Creature — Robot Pilot
|
2 | 1.8 | 10.00 | 1 | 6.00 | 3 |
ss-common text-light|Blue|Artifact Creature — Robot Soldier
|
2 | 1.5 | 10.83 | 6 | 8.59 | 129 |
ss-common text-light|Blue|Artifact Creature — Robot Jellyfish
|
3 | 2.3 | 8.64 | 14 | 7.07 | 106 |
ss-common text-light|Blue|Instant
|
2 | 2.7 | 7.50 | 2 | 8.40 | 24 |
ss-rare|Blue|Legendary Creature — Jellyfish Advisor
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|Blue|Enchantment — Aura
|
0 | 2.9 | 7.00 | 1 | 6.00 | 2 |
ss-uncommon|Blue|Creature — Elemental
|
2.5 | 3.1 | 6.33 | 3 | 6.25 | 6 |
ss-common text-light|Blue|Artifact Creature — Robot
|
2 | 1.6 | 10.43 | 7 | 8.20 | 122 |
ss-mythic|Blue|Creature — Sphinx
|
5 | 3.9 | 4.00 | 2 | 4.00 | 2 |
ss-uncommon|Blue|Instant
|
2 | 2 | 9.50 | 2 | 7.75 | 8 |
ss-common text-light|Blue|Artifact Creature — Robot Artificer
|
3 | 2.4 | 8.39 | 18 | 7.77 | 151 |
ss-common text-light|Blue|Creature — Jellyfish Wizard
|
1.5 | 1.4 | 11.15 | 13 | 9.24 | 157 |
ss-uncommon|Blue|Artifact — Spacecraft
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|Blue|Creature — Whale
|
2.5 | 2 | 9.27 | 15 | 6.86 | 100 |
ss-rare|Blue|Creature — Human Bard
|
3 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-rare|Blue|Creature — Leviathan
|
4.5 | 4.9 | 1.40 | 5 | 1.33 | 7 |
ss-uncommon|Blue|Artifact Creature — Robot Soldier
|
2.5 | 2.6 | 7.67 | 3 | 6.25 | 9 |
ss-rare|Blue|Artifact — Spacecraft
|
3 | 5 | 1.00 | 1 | 2.50 | 2 |
ss-uncommon|Blue|Enchantment — Aura
|
3 | -0 | 15.00 | 0 | 2.50 | 2 |
ss-uncommon|Blue|Instant
|
2 | 1.4 | 11.00 | 2 | 7.00 | 6 |
ss-uncommon|Blue|Creature — Jellyfish Scientist
|
2.5 | 2.3 | 8.50 | 2 | 8.50 | 4 |
ss-uncommon|Blue|Artifact — Spacecraft
|
2 | 2.9 | 6.75 | 4 | 5.75 | 7 |
ss-mythic|Blue|Enchantment
|
4 | 1.1 | 12.00 | 1 | 12.00 | 2 |
ss-mythic|Black|Legendary Creature — Human Cleric
|
2 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|Black|Instant
|
2.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-common text-light|Black|Creature — Human Artificer
|
2.5 | 2.8 | 7.15 | 13 | 6.05 | 98 |
ss-uncommon|Black|Creature — Insect Assassin
|
1.5 | -0 | 15.00 | 0 | 8.00 | 7 |
ss-rare|Black|Enchantment — Aura
|
0 | -0 | 15.00 | 0 | 3.00 | 4 |
ss-common text-light|Black|Creature — Insect Horror
|
2 | 1.6 | 10.50 | 14 | 8.00 | 114 |
ss-common text-light|Black|Instant
|
2.5 | 1.4 | 11.12 | 8 | 8.48 | 120 |
ss-common text-light|Black|Sorcery
|
2 | 1.4 | 11.17 | 12 | 8.33 | 122 |
ss-common text-light|Black|Instant
|
3.5 | -0 | 15.00 | 0 | 4.75 | 5 |
ss-uncommon|Black|Artifact — Food
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-rare|Black|Creature — Human Cleric
|
5 | 4.4 | 2.60 | 5 | 2.50 | 7 |
ss-common text-light|Black|Sorcery
|
1.5 // 3.0 | 2.6 | 7.60 | 10 | 7.39 | 109 |
ss-rare|Black|Artifact — Spacecraft
|
2.5 | 3.6 | 5.00 | 1 | 5.00 | 1 |
ss-uncommon|Black|Creature — Human Wizard
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|Black|Artifact — Spacecraft
|
3 | 4.6 | 2.00 | 1 | 3.00 | 3 |
ss-common text-light|Black|Creature — Human Soldier
|
2.5 | 2.2 | 8.78 | 18 | 8.93 | 160 |
ss-common text-light|Black|Instant
|
3 | -0 | 15.00 | 0 | 3.50 | 5 |
ss-common text-light|Black|Creature — Human Scout
|
2.5 | 2.2 | 8.85 | 20 | 7.81 | 114 |
ss-common text-light|Black|Artifact Creature — Robot Assassin
|
3 | 2.4 | 8.14 | 14 | 7.15 | 110 |
ss-uncommon|Black|Artifact — Equipment
|
1.5 | 3.2 | 6.00 | 1 | 5.19 | 47 |
ss-uncommon|Black|Sorcery
|
3 | -0 | 15.00 | 0 | 6.50 | 2 |
ss-common text-light|Black|Creature — Insect Horror
|
1.5 | 1.4 | 11.00 | 11 | 8.74 | 145 |
ss-uncommon|Black|Creature — Vampire Cleric
|
2.5 | -0 | 15.00 | 0 | 6.00 | 3 |
ss-uncommon|Black|Artifact Creature — Nautilus
|
4 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-uncommon|Black|Artifact Creature — Robot
|
2 | 3.9 | 4.00 | 1 | 5.91 | 35 |
ss-common text-light|Black|Creature — Horror
|
2 | 1.3 | 11.36 | 11 | 7.79 | 130 |
ss-rare|Black|Artifact
|
3 | 4.2 | 3.33 | 3 | 3.33 | 3 |
ss-uncommon|Black|Sorcery
|
2.5 | -0 | 15.00 | 0 | 6.75 | 8 |
ss-rare|Black|Creature — Human Rogue
|
3.5 | 5 | 1.00 | 1 | 1.50 | 2 |
ss-uncommon|Black|Artifact — Spacecraft
|
3 | -0 | 15.00 | 0 | 8.50 | 5 |
ss-uncommon|Black|Creature — Vampire Soldier
|
2.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-common text-light|Black|Creature — Insect Warrior
|
2.5 | 2.3 | 8.45 | 11 | 7.53 | 135 |
ss-common text-light|Black|Sorcery
|
1.5 | 0.9 | 12.40 | 5 | 8.45 | 141 |
ss-uncommon|Black|Creature — Drix Warlock
|
3 | 4.3 | 3.00 | 2 | 3.50 | 4 |
ss-uncommon|Black|Sorcery
|
4 | 3.1 | 6.20 | 5 | 3.87 | 18 |
ss-uncommon|Black|Creature — Human Cleric
|
3.5 | 3.9 | 4.00 | 1 | 4.00 | 2 |
ss-common text-light|Black|Artifact Creature — Insect
|
3 | 2.6 | 7.67 | 18 | 5.89 | 82 |
ss-uncommon|Black|Artifact Creature — Robot Warrior
|
2 | -0 | 15.00 | 0 | 4.33 | 4 |
ss-uncommon|Black|Sorcery
|
3.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-rare|Black|Legendary Creature — Human Wizard
|
4 | 5 | 1.00 | 2 | 1.75 | 5 |
ss-rare|Black|Sorcery
|
4.5 | 3.9 | 4.00 | 1 | 4.00 | 2 |
ss-common text-light|Red|Instant
|
3 | 3.6 | 4.95 | 20 | 4.89 | 70 |
ss-uncommon|Red|Instant
|
2 | -0 | 15.00 | 0 | 2.67 | 3 |
ss-uncommon|Red|Artifact — Spacecraft
|
3.5 | -0 | 15.00 | 0 | 2.00 | 3 |
ss-mythic|Red|Sorcery
|
1.5 | 5 | 1.00 | 1 | 1.75 | 4 |
ss-common text-light|Red|Instant
|
2 | -0 | 15.00 | 0 | 8.60 | 22 |
ss-common text-light|Red|Creature — Kavu Soldier
|
2 | 1.9 | 9.76 | 17 | 8.83 | 121 |
ss-uncommon|Red|Instant
|
2.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-uncommon|Red|Artifact — Spacecraft
|
2.5 | -0 | 15.00 | 0 | 8.00 | 1 |
ss-uncommon|Red|Instant
|
4 | 4.4 | 2.78 | 9 | 2.50 | 20 |
ss-common text-light|Red|Creature — Kavu Soldier
|
3 | 2.7 | 7.44 | 18 | 6.76 | 110 |
ss-uncommon|Red|Artifact Creature — Robot Soldier
|
3 | -0 | 15.00 | 0 | 4.33 | 5 |
ss-common text-light|Red|Creature — Kavu Soldier
|
2.5 | 1.7 | 10.36 | 22 | 8.97 | 139 |
ss-common text-light|Red|Artifact Creature — Robot Scout
|
2.5 | 1.9 | 9.81 | 16 | 8.49 | 127 |
ss-uncommon|Red|Instant
|
1.5 | -0 | 15.00 | 0 | 8.50 | 6 |
ss-common text-light|Red|Artifact
|
2 | 2.4 | 8.33 | 9 | 7.87 | 99 |
ss-uncommon|Red|Creature — Kavu Soldier
|
3 | -0 | 15.00 | 0 | 5.00 | 3 |
ss-rare|Red|Artifact
|
1.5 | 4.1 | 3.50 | 2 | 3.92 | 15 |
ss-uncommon|Red|Creature — Kavu Artificer
|
2.5 | -0 | 15.00 | 0 | 3.33 | 5 |
ss-common text-light|Red|Creature — Dragon
|
2 | 2 | 9.33 | 18 | 8.63 | 131 |
ss-rare|Red|Creature — Dragon
|
5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-common text-light|Red|Sorcery
|
3 | 3 | 6.56 | 18 | 5.45 | 88 |
ss-common text-light|Red|Artifact Creature — Robot Pangolin
|
2 | 2.7 | 7.40 | 15 | 6.47 | 96 |
ss-rare|Red|Enchantment — Aura
|
4 | 5 | 1.00 | 1 | 4.60 | 6 |
ss-common text-light|Red|Sorcery
|
4 | 3.4 | 5.37 | 19 | 5.08 | 75 |
ss-rare|Red|Creature — Kavu Artificer
|
4.5 | 4.4 | 2.80 | 5 | 2.80 | 5 |
ss-common text-light|Red|Artifact Creature — Robot Cat
|
1.5 | 2.7 | 7.44 | 16 | 8.32 | 120 |
ss-uncommon|Red|Creature — Elemental
|
2.5 | 0.7 | 13.00 | 1 | 8.00 | 3 |
ss-common text-light|Red|Instant
|
2 | 1.4 | 11.08 | 13 | 9.26 | 147 |
ss-uncommon|Red|Artifact Creature — Robot
|
2.5 | -0 | 15.00 | 0 | 7.33 | 5 |
ss-uncommon|Red|Sorcery
|
0.5 | 0.7 | 13.00 | 1 | 7.75 | 12 |
ss-rare|Red|Artifact Creature — Robot
|
4 | 3.8 | 4.50 | 2 | 2.60 | 5 |
ss-common text-light|Red|Artifact Creature — Robot Scout
|
2 | 2 | 9.47 | 17 | 8.24 | 142 |
ss-uncommon|Red|Sorcery
|
1.5 // 3.0 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-mythic|Red|Legendary Creature — Kavu Pilot
|
3.5 | 4.6 | 2.00 | 2 | 1.67 | 3 |
ss-rare|Red|Sorcery
|
0 | -0 | 15.00 | 0 | 4.00 | 3 |
ss-uncommon|Red|Creature — Kavu Scout
|
3.5 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-uncommon|Red|Creature — Beast
|
3.5 | 3.9 | 4.20 | 5 | 3.53 | 27 |
ss-uncommon|Red|Creature — Kavu Soldier
|
3 | -0 | 15.00 | 0 | 6.00 | 2 |
ss-rare|Red|Artifact — Spacecraft
|
4.5 | 4.9 | 1.33 | 3 | 1.33 | 6 |
ss-rare|Red|Enchantment
|
0 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-uncommon|Red|Creature — Drix Artificer
|
3 | -0 | 15.00 | 0 | 3.67 | 3 |
ss-common text-light|Red|Artifact Creature — Robot
|
3.5 | 3.3 | 5.83 | 18 | 5.62 | 79 |
ss-uncommon|Green|Artifact — Spacecraft
|
4 | 3.6 | 5.00 | 5 | 3.57 | 18 |
ss-rare|Green|Enchantment
|
1.5 | 4.6 | 2.00 | 1 | 3.00 | 2 |
ss-common text-light|Green|Instant
|
2.5 | 1.8 | 10.06 | 16 | 7.64 | 124 |
ss-common text-light|Green|Creature — Plant Scorpion
|
2 | 2.7 | 7.43 | 14 | 6.80 | 109 |
ss-uncommon|Green|Creature — Insect Knight
|
2 | 5 | 1.00 | 1 | 3.50 | 2 |
ss-uncommon|Green|Instant
|
4 | -0 | 15.00 | 0 | 3.50 | 4 |
ss-common text-light|Green|Instant
|
3 | 3.2 | 6.12 | 16 | 5.56 | 87 |
ss-common text-light|Green|Creature — Drix Wizard
|
3 | 2.9 | 6.94 | 18 | 6.41 | 92 |
ss-uncommon|Green|Artifact Creature — Robot Scout
|
2 | 3.2 | 6.00 | 2 | 5.67 | 4 |
ss-uncommon|Green|Creature — Insect Druid
|
3 | 4.3 | 3.00 | 1 | 3.50 | 2 |
ss-uncommon|Green|Enchantment
|
2 | 4.3 | 3.00 | 1 | 5.00 | 3 |
ss-rare|Green|Creature — Beast
|
2.5 | 3.5 | 5.25 | 4 | 4.86 | 9 |
ss-common text-light|Green|Creature — Fungus Beast
|
2 | 1.8 | 10.00 | 12 | 8.93 | 145 |
ss-common text-light|Green|Creature — Human Scout
|
4 | 3.6 | 4.83 | 18 | 5.18 | 90 |
ss-common text-light|Green|Artifact Creature — Robot Insect
|
2 | 2.9 | 7.00 | 8 | 6.51 | 86 |
ss-common text-light|Green|Creature — Plant Wurm
|
2.5 | 2 | 9.46 | 13 | 7.78 | 129 |
ss-uncommon|Green|Creature — Leviathan
|
3 | 3.2 | 6.00 | 1 | 4.50 | 3 |
ss-uncommon|Green|Creature — Beast
|
3.5 | 4.6 | 2.00 | 1 | 3.50 | 2 |
ss-uncommon|Green|Creature — Mite
|
1.5 | -0 | 15.00 | 0 | 6.00 | 1 |
ss-common text-light|Green|Creature — Beast
|
2.5 | 1.8 | 9.94 | 16 | 8.54 | 133 |
ss-rare|Green|Creature — Insect Scout
|
3.5 | 4.6 | 2.00 | 4 | 2.80 | 6 |
ss-common text-light|Green|Creature — Insect Citizen
|
1.5 | 1.7 | 10.29 | 7 | 7.49 | 118 |
ss-uncommon|Green|Artifact — Spacecraft
|
2 | 4.3 | 3.00 | 1 | 4.50 | 2 |
ss-uncommon|Green|Creature — Plant Beast
|
2.5 | -0 | 15.00 | 0 | 3.00 | 3 |
ss-rare|Green|Enchantment
|
1 | -0 | 15.00 | 0 | 4.29 | 7 |
ss-uncommon|Green|Creature — Insect Soldier
|
3 | 4.6 | 2.00 | 1 | 5.33 | 4 |
ss-common text-light|Green|Artifact — Equipment
|
1.5 | 1.4 | 11.10 | 10 | 9.17 | 139 |
ss-uncommon|Green|Enchantment — Aura
|
3.5 | -0 | 15.00 | 0 | 5.67 | 4 |
ss-rare|Green|Creature — Insect Druid
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-mythic|Green|Creature — Plant Wurm
|
5 | 4.6 | 2.00 | 3 | 1.75 | 4 |
ss-uncommon|Green|Sorcery
|
1.5 | 3.2 | 6.00 | 1 | 5.80 | 8 |
ss-common text-light|Green|Sorcery
|
2.5 | 2.9 | 7.00 | 13 | 6.37 | 119 |
ss-uncommon|Green|Creature — Insect Scientist
|
3 | -0 | 15.00 | 0 | 4.00 | 2 |
ss-uncommon|Green|Instant
|
2 | 3.9 | 4.00 | 1 | 5.00 | 2 |
ss-common text-light|Green|Sorcery
|
1.5 | 1.8 | 10.00 | 6 | 8.30 | 116 |
ss-common text-light|Green|Creature — Insect Warrior
|
2 | 1.6 | 10.55 | 11 | 8.26 | 133 |
ss-rare|Green|Artifact — Spacecraft
|
2.5 | 4.6 | 2.00 | 1 | 2.00 | 2 |
ss-uncommon|Green|Artifact Creature — Robot Soldier
|
3 | 1.6 | 10.50 | 2 | 8.00 | 5 |
ss-rare|Green|Enchantment
|
0 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-common text-light|Green|Creature — Insect Scout
|
2 | 1.8 | 9.87 | 23 | 7.98 | 122 |
ss-uncommon|Blue|Black|Legendary Creature — Human Cleric
|
3.5 | -0 | 15.00 | 0 | 4.67 | 4 |
ss-uncommon|Blue|Green|Creature — Insect Artificer
|
4 | 3.9 | 4.20 | 5 | 4.67 | 5 |
ss-rare|Red|Green|Creature — Insect Scientist
|
4 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-rare|Black|Green|Creature — Elemental Lhurgoyf
|
0 | 5 | 1.00 | 1 | 3.83 | 14 |
ss-rare|White|Green|Legendary Artifact Creature — Construct
|
4 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare|Blue|Green|Creature — Insect Druid
|
4 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-uncommon|White|Green|Legendary Creature — Human Soldier
|
3.5 | -0 | 15.00 | 0 | 5.00 | 4 |
ss-rare|White|Blue|Black|Red|Green|Legendary Artifact — Spacecraft
|
0 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-uncommon|Black|Red|Artifact Creature — Robot
|
3 | -0 | 15.00 | 0 | 5.00 | 4 |
ss-uncommon|Blue|Red|Legendary Creature — Jellyfish Advisor
|
3.5 | -0 | 15.00 | 0 | 5.67 | 4 |
ss-rare|Black|Red|Sorcery
|
5 | 4.9 | 1.40 | 5 | 2.20 | 6 |
ss-rare|Blue|Red|Artifact Creature — Robot
|
4.5 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-rare|White|Red|Legendary Creature — Lobster Citizen
|
3 | 1.8 | 10.00 | 1 | 4.90 | 14 |
ss-uncommon|White|Red|Legendary Creature — Human Artificer
|
2.5 | 3.9 | 4.00 | 1 | 4.50 | 5 |
ss-mythic|White|Red|Legendary Creature — Human Artificer Rogue
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Black|Green|Creature — Insect Citizen
|
3.5 | 3 | 6.50 | 2 | 6.33 | 5 |
ss-rare|Blue|Black|Sorcery
|
3 | 3.6 | 5.00 | 8 | 4.36 | 15 |
ss-rare|White|Blue|Sorcery
|
0 | 2.7 | 7.50 | 2 | 5.50 | 5 |
ss-uncommon|White|Blue|Creature — Lizard Artificer
|
4 | 3.9 | 4.00 | 1 | 4.50 | 4 |
ss-rare|White|Black|Legendary Creature — Human Knight
|
3.5 | 4.3 | 3.00 | 5 | 2.75 | 9 |
ss-uncommon|White|Black|Legendary Creature — Human Knight
|
3.5 | -0 | 15.00 | 0 | 6.00 | 1 |
ss-uncommon|Red|Green|Legendary Creature — Kavu Pilot
|
3 | -0 | 15.00 | 0 | 3.00 | 3 |
ss-uncommon||Artifact
|
1 // 2.5 | -0 | 15.00 | 0 | 6.00 | 7 |
ss-uncommon||Artifact Creature — Robot Giant
|
0 | -0 | 15.00 | 0 | 9.33 | 9 |
ss-common text-light||Artifact Creature — Dog
|
1.5 | 2.3 | 8.43 | 7 | 7.71 | 113 |
ss-uncommon||Artifact Creature — Robot
|
3 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-mythic||Legendary Artifact — Spacecraft
|
3 | 4.6 | 2.00 | 3 | 2.00 | 5 |
ss-mythic||Legendary Artifact — Equipment
|
2.5 | 3.9 | 4.00 | 2 | 4.00 | 2 |
ss-mythic||Legendary Artifact
|
1.5 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-rare||Legendary Artifact — Spacecraft
|
1 | -0 | 15.00 | 0 | 4.22 | 11 |
ss-rare||Artifact — Spacecraft
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light||Artifact — Food
|
1.5 | 1.8 | 10.00 | 7 | 7.81 | 140 |
ss-common text-light||Artifact — Spacecraft
|
2.5 | 2.7 | 7.53 | 15 | 6.80 | 101 |
ss-uncommon||Artifact Creature — Robot
|
1.5 // 3.5 | -0 | 15.00 | 0 | 6.25 | 6 |
ss-common text-light||Artifact
|
2 | 1.1 | 11.91 | 11 | 9.48 | 167 |
ss-rare||Artifact
|
3 | 4.8 | 1.50 | 2 | 1.60 | 5 |
ss-uncommon||Artifact Creature — Robot Assassin
|
1 | -0 | 15.00 | 0 | 8.00 | 5 |
ss-common text-light||Artifact — Spacecraft
|
2 | 2.5 | 8.00 | 13 | 7.10 | 106 |
ss-mythic||Land — Planet
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land — Forest Island
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-common text-light||Land
|
2 | 2 | 9.36 | 14 | 7.68 | 125 |
ss-mythic||Land — Planet
|
1 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-rare||Land — Plains Swamp
|
3 | -0 | 15.00 | 0 | 1.25 | 4 |
ss-mythic||Land — Planet
|
4 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land — Mountain Plains
|
3 | -0 | 15.00 | 0 | 3.50 | 2 |
ss-rare||Land
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-rare||Land — Mountain Forest
|
3 | 4 | 3.67 | 3 | 2.91 | 12 |
ss-mythic||Land — Planet
|
3.5 | 3.2 | 6.00 | 1 | 2.60 | 5 |
ss-mythic||Land — Planet
|
1 | 2.1 | 9.00 | 1 | 4.60 | 7 |
ss-rare||Land — Island Swamp
|
3 | -0 | 15.00 | 0 | 3.00 | 1 |
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: