It's worth taking some damage to get this big of a mana boost.
It's a little bit clunky to be sure, but this is a land that can turn into a removal spell.
A creature land that can get in through the air and be an artifact when you need it to be is pretty good.
If you have enough 4+ power creatures, this becomes a really good value engine.
This is just bad for your mana for the most part. It only produces colorless, and can only filter it once you get to 5 mana.
Exalted can be nice, but it's usually not worth the hit to your mana base.
This is a land that becomes a very scary win condition in the late game. You can't say that about very many lands.
The buff effect is pretty cheap, but the hit to your mana base and the fact your opponent can easily steal it from you makes this unplayable.
This is a dual land that turns into an unblockable win condition in the late game. It's great fixing, and a win condition.
This isn't good at producing mana in any way. You effectively pay 6 get one mana of each color, and before that it can only produce colorless.
This ability is rarely going to do anything meaningful, so this land is just dead weight.
Even with the bonus sheet, there aren't enough targets for this to ever make sense. 3 mana and giving up your own land is a huge cost, as is playing a land that can only produce colorless.
There aren't enough good lands around to make copying them from the graveyard worth doing.
There is one Eldrazi in this set, and that's nowhere near enough for this to be worth playing.
This can be an itneresting way to protect your creatures and then bring them back -- or rebuy "enters" triggers, but it's very clunky at doing it.
Side this out any time you're going first. But if you're going second, this card basically lets you mulligan for a mana boost, and it's worth the cost.
This offers great fixing, and it's awesome you can produce colorless when you don't want to give your opponent life.
If you have lots of Void and sacrifice fodder/payoffs, this is a free way to get those things going. If you don't have any of that going on, it's unplayable.
Not the most imposing creature land, but it's still a great way to fix your mana that can be a creature when you need it to be.
Having Infect is actually worse than doing normal damage in this format for the most part, as you just can't win with Poison when this is likely your only Infect card. But it's still a creature land that can be an artifact and a creature when you need it to be.
Many decks in this format can gain life with this and they will also have some solid stuff to tutor up.
This is a great way to fix your mana, and it can hit super hard when it has an opening. It's also pretty good at Stationing spacecraft.
You can't abuse this in Limited, it just gets rid of some of your lands for very minimal upside since you can't really untap it and go wild like you can in 60-card formats.
Creature lands are pretty hard to kill with Sorcery-speed removal, and this one says "no" to pretty much all of it, while also fixing your mana in a big way, of course.
This doesn't really help you splash, since it will never produce the color of mana you need for your splash color, and it also doesn't produce any mana when you have no permanents, which is brutal.
There isn't enough colorless mana in this set for you to ever use these abilities.
This can be animated really efficiently, but unfortunately this set doesn't have much in the way of typal payoffs.
This ability is super clunky, but it works really well against Spacecraft. It does not work so well against creatures with "enters" triggers, though.
This fixes your mana just how you want it, and can turn into a fairly formidable creature by the mid-game.
There are counter decks in this format, but this moves them around so slowly that it still won't make the cut that often.
There aren't enough good lands in this set that it is meaningful to return to your hand.
This format has too few legendaries for this to ever be good.
Entering tapped and only producing colorless for most stuff is brutal -- but it is an artifact, and if you're into those and you have some sacrifice payoffs, this becomes worth playing.
This doesn't start out as the scariest creature land, but it's ability to grow can change that in a hurry.
This doesn't usually help with splashing, but it does help you with producing enough mana for cards with multiple colored pips.
The graveyard isn't a prominent enough theme in this set for this to be worth the hit to your mana base.
This isn't the biggest creature land, but it's cheap to animate and lifelink means it can always help you out a little.
Another good creature land, this one can even ambush flyers on defense when your opponent isn't careful.
This is one of the most powerful lands of all time, but Strip Mining opposing lands isn't relevant often enough in Limited. It does get interesting if you have recursion though -- for example, Icetill Explorer lets you destroy two lands with this every single turn.
Entering tapped is kind of rough, but this gives you whatever color you need, and it's ability to produce mana for lands can be relevant alongside the Planets or cards on the bonus sheet.
The only creature type this cares about that this set has is Insects, but there are definitely enough of them -- especially in Black/Green -- for this to be worth playing in that color pair when you have 5+ of them. Regenerating for free is incredibly good.
Very little is accomplished by putting a land into play from your hand. It can trigger landfall at instant speed and occasionally ramp your mana, but you'd be surprised how infrequently it will do either of those things.
Dark Depths isn't on the bonus sheet, so this doesn't really do anything.
The flexibility on this creature land is really nice. It can be good defensively or offensively, and it makes your opponent make an annoying choice every time you attack with it, since you can always change it's toughness back -- putting it out of range of lots of cheap removal.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-mythic||Land
|
3 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
2.5 | 4.3 | 3.00 | 1 | 2.67 | 3 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land
|
1.5 // 3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
1.5 | -0 | 15.00 | 0 | 4.25 | 4 |
ss-rare||Land
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 6.33 | 3 |
ss-rare||Land
|
4 | 3.8 | 4.50 | 2 | 3.50 | 4 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 4.67 | 3 |
ss-mythic||Land
|
0 | -0 | 15.00 | 0 | 9.00 | 2 |
ss-mythic||Land
|
0 | -0 | 15.00 | 0 | 8.50 | 3 |
ss-rare||Land — Cave
|
0 | 3.9 | 4.00 | 1 | 5.00 | 10 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 6.25 | 5 |
ss-rare||Land — Desert
|
1 | 2.5 | 8.00 | 2 | 5.50 | 5 |
ss-mythic||Legendary Land
|
2.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-mythic||Land
|
3 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
0 // 2.5 | -0 | 15.00 | 0 | 4.00 | 3 |
ss-rare||Land
|
3 | 2.5 | 8.00 | 1 | 8.00 | 1 |
ss-mythic||Land
|
3 | 4.3 | 3.00 | 1 | 2.50 | 2 |
ss-mythic||Legendary Land
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-mythic||Land
|
0 | 3.6 | 5.00 | 1 | 5.00 | 1 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 8.50 | 3 |
ss-rare||Land
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-mythic||Land
|
0 | -0 | 15.00 | 0 | 3.50 | 2 |
ss-mythic||Land
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
1.5 | -0 | 15.00 | 0 | 3.80 | 5 |
ss-mythic||Land
|
0 | -0 | 15.00 | 0 | 11.00 | 2 |
ss-mythic||Land
|
0 | -0 | 15.00 | 0 | 8.00 | 1 |
ss-rare||Artifact Land
|
0.0 // 2.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-mythic||Land
|
1.5 | 3.2 | 6.00 | 1 | 6.00 | 1 |
ss-rare||Land — Desert
|
0 | -0 | 15.00 | 0 | 5.25 | 4 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 1.75 | 4 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-mythic||Land
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare||Land — Cave
|
2.5 | -0 | 15.00 | 0 | 4.67 | 3 |
ss-rare||Land
|
0.0 // 2.5 | 3.2 | 6.00 | 1 | 5.50 | 5 |
ss-rare||Land
|
1 | -0 | 15.00 | 0 | 4.33 | 4 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-rare||Land
|
3.5 | 3.6 | 5.00 | 2 | 4.20 | 5 |
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: