This is too expensive to be castable in most Limited decks, but if you cast it you just win. There will be some ramp decks that can make it work.
This is mostly just a 5-mana 4/4 flyer in Limited, though you'll occasionally be able to use Ultima's blight counters to nerf opposing lands or ramp your mana.
The starting stats aren't great, but he is a great creature to augment and he comes with a built-in way to do it.
There's enough incidental life gain and legendary creatures in the set for her to work reasonably well, but she's not going to be super powerful since life gain is more of a sub-theme than anything and her stats are bad.
You're overpaying for either mode, but at least they are good in very different situations.
This can save creatures or rebuy "enters" triggers, and it can also just bounce a land to trigger landfall.
You need a lot of artifacts for her to really go off, although the floor on her isn't terrible since most White decks will have at least a few.
This is all in on being aggressive and going wide -- even limited to only buffing attackers. That can make it really impressive sometimes, but it's also useless or close to it way too often.
Just having a choice between the removal mode and the token mode is a pretty good card, and those are the two modes you'll use the most -- but having the other two makes it even better.
This set has plenty of Equipment for Cloud to grab, so it's not hard to generate a 2-for-1 with him.
This can put the counter on itself, so the floor is a 5-mana 3/4 flyer, which isn't terrible. And it has upside beyond that because you can put the counter elsewhere or cycle it early.
This ability is pretty medium these days, as you can't use it until late, and oftentimes you'd rather be using your mana on something else. But it's still a decent 2-drop, and you need those.
The baseline Equipment here is fine, especially in a set with Equipment and Artifact upside all over the place. Transforming it late is going to feel like a pretty good use of your mana, too.
It's expensive, but the fail case here is 7 mana for 4 2/2 tokens, and you're likely to put counters on a bunch of other stuff too. It's the kind of top curve that can certainly win the game, but not something you're always in the market for.
If you only have one Artifact this tutors for, it's not very good -- but if you have 2+, it consistently becomes a 2-for-1 that is also a decent flyer, and that's a great thing.
Just the front of this card is a 4.0 since it's so efficient. Throw in the absurd upside when it transforms and this is an incredible bomb.
A two mana 2/1 with flying on your turn is a solid aggro play, and this has a ton of upside beyond that since you get two permanents.
A creature with okay stats that dies into a 1/1 is also a solid card that plays especially well in sacrifice decks.
This is a little more expensive than similar effects we've seen, but the full mana mode is also more flexible.
This is not a vehicle format, and even if it was, this is too expensive and narrow to be worth playing.
Her stats are decent for a defensive creature, and her ability to draw you cards isn't that hard to trigger.
A three mana 1/3 flyer isn't great, but there will be decks that can make it a 3/3 in this format.
You need a lot of artifacts for this to do it's thing. Just having like 4 of them probably isn't enough, so you need to go pretty hard. Good news is most of the White color pairs have other incentives to play them, so it should be possible to unlock the full potential here.
If you just look at the Vehicle here, the rate's not great. But a Vehicle that makes something that can already crew it has been pretty good in the past, and getting two permanents has it's own value in this set.
If you just have one of these it isn't very good. But it's really good if you can get 3+, as they can generate amazing card advantage by tutoring one another to the battlefield.
The starting stats are terrible here, and this format neither has a ton of Clerics nor a ton of ways to gain life, and it needs both of those things to overcome it's problems.
This is dependent on you having creatures, but as long as you have like 3 of them, this will feel really good -- and if you have more it's absolutely insane. You can use it a fog + ambush block, or just to add tons of bodies to the board.
I don't love the rate here, even in a set with Equipment and Artifact payoffs.
This feels too narrow to be a card that always makes the cut.
The best mode here is the first one because of it's efficiency. Blanking removal or winning combat for one mana is a powerful thing! But the fact you get more powerful versions of it if you have the spare mana is really nice.
I'm worried this will end up not transforming the turn after you play it way too often for a three mana card that doesn't impact the board.
It's definnitely situational removal, but it will be easier than normal to drive the damage up on this thanks to Job Select equipment, each of which adds 2 damage to this.
This can hit pretty hard, and Vigilance let's it hang back and use it's high power on defense too, but sometimes it'll be too small -- and even the ceiling is still a 3 toughness creature.
This is a great creature to buff becuase of lifelink, and this ability can be surprisingly good. Donating Enchantments or lands is where you can get the most value.
This is a really good rate for what it is. It's a temporary creature for sure, but sticks around for long enough and meaningfully buffs your board several times.
This just wins the game when you cast it, but 8 mana is a lot, especially in White. It's definitely doable, but it does make this less good. But I still think it's a bomb.
You really need Chapter 1 to be meaningful for this to be good, but the good news is it usually will be.
This has a powerful effect, but "End the Turn" is more downside than upside, since your opponent gets to rebuild their board first. It does turn off death triggers, though.
Just the front of this card is quite powerful since there are so many legendaries. So her ability to exile a permanent and transform into something even scarier late is enough for her to be a bomb.
This creature is really inefficient. It makes up for it a little with the card draw, and sometimes it's ability to make Equip cheaper will matter.
This is a little more expensive than your typical Oblivion Ring, but it also gives you mana, so I still think this is a premium Common.
This is a two mana 2/2 with some real upside, and not just because of it's attack trigger. It's an artifact and an equipment in a set where both of those things matter.
You're mostly leaning on the activated ability here for this to be a card that is worth spending 4 mana on and not adding to the board. The good news is, that ability is good on lots of board states. The bad news is, it isn't always useful, and this card is pretty bad apart from that.
This is a solid combat trick. The base mode is fine, and the +4/+4 mode is incredibly efficient and very accessible.
This little one drop is going to be a menace since it can so effectively protect it's friends and work as a combat trick at the same time.
Growing this with noncreature spells is quite doable, and there are a few draw 2 effects in the format too that will trigger it.
This has solid stats and is easy to crew, and ramping your mana for artifacts has some real upside in this set.
Adding a counter to Divination is a pretty big deal, because now it actually adds to the board.
This is really good on rate and is the kind of Common you'd play as many copies of as you can get.
This is a solid card selection spell, especially if you're in one of the spell or graveyard decks.
You can ignore the coin part, but his enters trigger is going to draw you at least 1 card with regularity, and you'll draw way more in a deck like Blue/White.
Bouncing something and drawing a card feels pretty great, and if you use this in response to a trick or something, it's especially backbreaking.
This is way too all in on only doing one thing.
There are lots of activated and triggered abilities these days, but you don't always have mana left over to copy them. When you do, it feels pretty amazing, though.
This doesn't feel horrible when you cast it, and it can grab you an island early.
The "Blizzara" mode is a good removal spell we see in every set, and this has the upside of being a solid bounce spell early and a more powerful removal spell late.
The stats are solid and this can improve your draws and load your graveyard early in the game.
This is the best Man-o'-War ever. She can bounce just about anything, and transform into a very threatening creature that makes your whole board scarier.
There are lots of legendaries in this set, but 2-for-1ing yourself to cast Negate isn't what you want to be doing most of the time. Paying 3 for Negate isn't great either.
It has to attack to get going, but that's not hard when it's big, evasive, and easy to crew. Once it does attack, it's going to be able to draw you at least one card a turn, and sometimes more.
Shore Up is always a nice trick because it can blank removal and win combat so cheaply, and this is just a reskinned version of it.
If you have enough Scry and Surveil -- which is definitely possible in this format -- this turns into an insane value engine.
This is kind of complicated, but it's ultimately 4 mana to draw 3, and that's a really good rate.
This card's baseline isn't great, and triggering it so that it can become a creature multiple times is going to be tough.
Looting is nice, but way worse when you have to pay mana for it. Giving this up to draw a bunch of cards late seems like legit upside too, especially if you have Towns.
This can cast a spell from either graveyard, so it's not that hard to set it up to do exactly that. You do have to run it out on turn three in a pinch sometimes and that stinks, but most of the time you'll be able to wait and get a sweet 2-for-1.
This can almost always make a copy of the best permanent on the battlefield, so you usually get your mana's worth.
I don't like that this is basically a Blue Hill Giant, but the fact you can flash it back does mean you get a 2-for-1 in the end.
4-mana 3/3 flyers haven't done very well lately, they just aren't efficient enough when they don't have an enters trigger -- and this doesn't have one. The loot trigger can be nice when it sticks around.
This is a two mana 2/1 with super minimal upside, and moving the Equipment doesn't do much either.
This has a bad baseline, and even triggering it once -- which is far from automatic -- isn't going to make you feel very good.
This has a passable baseline and the useful artifact type, and it can maintain relevance once you reach the late game.
It's a little clunky, but ultimately a pretty good draw effect, and transforming this is doable in Blue.
This definitely has some problems, but it's so cheap that I can get over them.
Combat tricks are narrow enough, you don't need one that doesn't really do anything unless someone has a useful equipment in play.
In most cases, this can fully remove a creature, and doing that at instant speed is pretty nice.
The effect is powerful, but often awkward too, since sometimes you end up bouncing more of your stuff than your opponent's! However, you do get to add a big body to the board that is likely to draw you a card on the next turn, and that largely makes up for how awkward this can be sometimes.
If this was just a creature with the Chapter I effect as an "enters" trigger, it'd be really good, and it's better in most ways -- since it can stun something else and then draw you at least one card before it goes away.
This is a solid counterspell. When you can use the Surveil for card selection in addition to countering a spell, it'll feel especially good.
X counterspells scale as the game goes on, allowing them to remain relevant, and this one even exiles it's target.
This combat damage trigger is really strong, but you're probably not going to get in there with your Job Select token since a three mana 2/2 is pretty dismal. You can move it around later though, and I think you'll be able to find something worth putting it on.
You need a lot of towns for this to be worthwhile, but the good news is Blue/Green decks will definitely get there.
Just triggering the "4 mana or more" mode once is going to make this feel like a good play.
If you don't have plenty of artifacts this is pretty mediocre, but once you're casting it for 5 or less you're going to be pretty happy.
This may as well have a blank text box in Limited. I'm exaggerating a little, but not by much.
The stat-line's bad, but I think you'll be able to use this to rebuy an enters trigger twice the turn it comes down a decent chunk of the time, and it turns into a pretty insane value engine if left unchecked.
I don't love this stat-line, but deathtouch + being a way to cash in stuff for cards in the late game is nice.
This is stronger than the usual "Blood Artist" effect we get at lower rarities. It has passable stats for one thing, and for another it counts artifacts too.
8 mana is a hurlde not all decks can clear, but this will win the game almost every time you cast it since it will make the first token when you go to combat.
This happens to trigger all the noncreature spell payoffs in the set, and this fits in nicely with everything Black/Red is doing.
This is a weird one, but pretty good overall. The stats are great, it can trade for anything, and one it transforms it can gain you back some life and make your board really scary.
It's a little bit clunky to be sure, but it does add to the board and lifelink on Wizards means your pings will gain you life back.
Edicts have diminishing returns, but this one always gives you a body to make up for that.
Left unchecked this can draw lots of cards, but make sure your curve isn't super high and/or that you have some life gain.
I like that you can move this the turn it comes down super easily, unlike other job select equipment. But the baseline is still a three mana 4/1, and that's not great. Putting this on a lifelinker seems good, though.
The exile effect will gain you life, helping you to stay alive to have the time to use the activated ability, which is pretty powerful. The fact the exiled card comes back tapped is a pretty big problem though, and this is slow and won't do anything immediately.
This is a decent defensive body early, and can be a real win condition in the late game. If you have other ways to put counters on it, it'll be even better.
5 mana to reanimate something rarely plays super well in Limited, even when it gives you a little something extra. It can be strong to be sure, but also a dead card.
If your deck has 5+ ways to remove cards from your graveyard -- like Flashback or other effects -- this is a good value engine. If not, it's not very good.
Most Black decks want one of this kind of effect, but because it's a Common no one wants more than one of, you don't need to go after it very hard either.
This is a legit win condition in a graveyard deck, but not so good otherwise.
You'll often be able to choose an option that maximizes the pain for your opponent and minimizes yours, but sometimes whatever mode that is isn't that impactful.
Two mana 1/1s that make the opponent discard always play quite well, especially when a set has some sacrifice stuff going on.
If he can get in, it's pretty much game over. The bad news is, his stats aren't great, so him getting in is difficult. Still, your opponent has to make sure they leave back two or more blockers against him, and if you make them do that, you're still getting a decent effect.
This is okay as a defensive creature, and has a powerful combat damage trigger. Giving your opponent access to that isn't always ideal, but you get it first, so I think it ends up benefitting you more often than it benefits them.
This enters trigger helps make up for the bad stats. Cycling this early to help with graveyard synergy is nice too.
Treasure has some nice additional benefits in Black, since there are lets of payoffs for artifacts going to the graveyard.
This is really efficient for what it is, and while it'll be hard to get in with your Hero token, this is really cheap to move around, so you're going to find a creature who can benefit from it.
This'll take down almost anything and it's easy to splash.
This is terrible if you don't have lots of sacrifice fodder, which mostly means you want this in Black/White and nowhere else. In that deck, it can turn lots of boards lethal.
Neither mode is all that amazing, but they can both be pretty good in the right situation.
The stat-line's bad and these two enters triggers are difficult to generate real value with.
This asks for a ton to actually go off. You have to have it get in, you have to have something to sacrifice, and you need mana to cast it. That's a big ask, and when it's easiest to get in with it -- in the early game -- you won't have any of that going on. This is mostly just a two mana 2/1 with Menace.
This is solid card selection that's pretty good at loading your graveyard.
Because his ability counts any creature dying, Sephiroth makes combat an absolute nightmare for your opponent, and transforming him is very much on the table, especially when he has a nice "enters or attacks" trigger.
It's a little expensive, but gaining life back helps offset that.
This can come back pretty cheaply, and Black/Red (which likes spells) and Black/Green (which likes the graveyard) can probably take advantage of it.
This looks like a key card for graveyard decks, as there aren't a plethora of ways to mill yourself in the format, and this does it along with a passable body and some life gain.
5 mana to destroy a creature and get a treasure is probably a 2.5, and this has the major upside of spitting out more treasure and even transforming into a threat.
It's a little expensive, but it ultimately draws you three cards and takes one away from your opponent. That's absurd value, and even if your opponent kills it right away you come out ahead.
This kills something outright, and then forces a block on the next turn. If it's still around after that, it even draws you cards. You're going to feel great every time you cast this.
Playing this on turn one seems pretty sweet, since it's a very hard to block creature in the early game thanks to First Strike and Deathtouch. However, getting it later seems like a bit of a liability.
You get good value for two mana here, especially if you're in a sacrifice deck or need some fixing.
Without kicker this would often make the cut, and with it you can kill almost anything. There's plenty of fodder to sacrifice to it, too.
Starting out as a 4-mana 2/2 is brutal, but as long as Vincent can attack, your opponent is goign to have a hard time ever coming out ahead against him.
This is a decent iteration of the trick that returns your creature. As usual, it gets better with "enters" and death triggers.
He comes down and decimates the board, and you can manufacture situations where the creature you choose dies without too much trouble too. Or at the very least, make your opponent super afraid to block or attack with it.
This is really, really strong. But 5 Black mana is pretty impossible to consistently produce in Limited.
His attack trigger is typically going to do 0-1 damage, but it's upside on a solid creature.
This does a lot for a one drop, between it's ability to grow and turn itself into removal.
Getting a 2/2 with upside and drawing a Mountain is pretty good for 4 mana, and you can do it again from the graveyard.
This is going to feel like a 2/2 bird token that does X when it enters, and if you look at it that way, it's actually pretty efficient.
He's going to draw you some cards when he comes down, and once he transforms he kills something, attacks as a 9/9 on the next turn, and gives you a bunch of mana. Definitely a bomb.
This is like Kindled Fury but way, way better. The buff stays behind and it's also a cheap noncreature spell for Black/Red and and an Equipment for Red/White.
Ironically, this is really slow and clunky despite granting Haste. The activated ability is super expensive for what it is, and cost reduction barely matters in Limited.
Mass damage spells are pretty awkward in Limited, but this one's modal, so in theory you can find the right window for it.
This format has tons of Equipment, and this is especially good with Job Select Equipment because you get an extra token.
This is a one drop that delivers tons of value, and she's a good palce to put the Equipment that she helps you play.
Most decks will have 2 Equipment or so, and if that's true this is a solid card. But if you have 5+ Equipment, he's going to always hit one with his trigger, and become absurd in a hurry.
This can produce some pretty serious blowouts when your creature wins combat. But because it replaces itself, even if your creature can't survive, the fail case isn't too bad.
This is definitely going to feel underwhelming when you cast it, but mountaincycling gives it some flexibility.
This feels like it will grant Menace often enough to be a solid two-drop.
This is decent card selection, and Flashing it back triggers 4-mana payoffs.
This'll feel great when you get the 2-for-1, but it's clunky when it's not doing that.
This feels a little bit overcosted for what it is. A 0/1 is nice because of it's trigger, but three mana for a 1/3 is super bad.
It's not hard to make this a board sweeper that you benefit from more than your opponent, and when you flash it back that's especially true.
The card draw mode is the good one here, but keep in mind that you only have until your next end step to use them.
A two mana 2/2 Haste is solid, and this'll spit out a treasure once a game or so.
This stat-line isn't great, even with Prowess, but the attack trigger is.
This is just too random to be a reliable card in Limited.
A two mana 2/2 with this Ward ability is a passable two drop, and getting a free Equip can be really sweet.
This has a very bad baseline as a two mana 1/1, and getting a power boost isn't enough to overcome that.
This isn't a great stat-line, but it's a 2-drop that can chip in lots of damage.
This is a three mana 3/3 with trample and haste and all kinds of upside.
There's a secret mode here where you target your own land to trigger landfall, so that ability has more utility than you'd think, and you also get a big hasty creature.
You can take advantage of the double strike buff the turn it comes down, and once he starts attacking he puts your opponent in a horrible spot.
This is kind of like Fling, but a little more flexible because if your creature has higher toughness than power it can survive. Still, it feels too situational to be a card every deck wants.
This feels like a win-more card. Transforming it is strong, but it asks you to hit your opponent for 6 to get there, and when you can do that, you're already ahead. So it's not good at parity or behind.
This has a cool effect, but it's a super clunky Sorcery that it seems a little too dangerous to try to cast against aggressive opponents.
This'll be a two mana 2/1 that effectively draws you a card most of the time, and that's really good.
This is really only going to work super well in Black/Red and Blue/Red, because you need that Chapter I to kill something, otherwise you're playing a very mediocre card.
Chapter I and the stat-line are super underwhelming, but if you can double a spell on the turn and triple a spell on the turn after, it's game over. It'll be hard to set that up consistently, though.
This is a nice Common that generates tons of value, even if it does eventually sacrifice itself.
This is premium removal that comes with efficiency as well as flexibility.
This is a creature-only Shock as a baseline, and it remains a relevant removal spell all game long because it's tiered.
This is very strong, but only if you can off turn 6, produce lots of Red mana, and have a bit of luck with the card it reveals. That seems like too much work.
This is pretty good in aggro decks or decks with sacrifice outlets, but not so good anywhere else.
You need some Scouts, Pirates, and Rogues to really go off with this, because your three mana 2/2 isn't that likely to get in on it's own.
This is a little overcosted, but being a 4-mana noncreature spell and an Equipment has serious value in this set.
It's pretty bad news if your opponent kills this after he forces you to bounce a land, but if they don't kill him, he does make sure you don't fall behind on mana because he lets you play extra lands. That's especially useful alongside Landfall.
This has enough targets in the format to be playable in the main deck, but it's probably still optimal out of the sideboard.
This is big and does have a game-changing effect, but it's still not really enough to make up for how much it costs. It will die surprisingly quickly on late-game board states, and the treasure doesn't make much of a difference.
This is a really nice top-curve card because it's such a big body and it gains you life, and cycling it away earlier can help you with graveyard synergy.
A three mana 3/3 Reach is fine, and in the late game this boost is decent.
There are enough birds (especially tokens) in this set for this to turn into a nice play that kills an opposing creature, but not all decks will have enough of them. Red/Green is where you're likely to have the most of them.
This is a solid trick that can definitely do some work in aggro decks.
As nice as a one mana 3/3 trampler can be, having one that bounces to your hand every other turn is pretty bad.
This has a Kicker you can literally always pay, and you can turn that downside into even more upside with landfall. And it's premium removal to begin with.
This can definitely be powerful and grind out tons of value, but it's a little slow. Only when you get the third Bird will you feel like you're really doing something worth the mana.
This has a mediocre Fight spell as a baseline, and if you have Sagas around you can generate some additional value.
It's expensive, but it generates a 2-for-1 every time you cast it and represents a very real threat.
You can only have so many cards that don't add to the board, and this one has a relatively minor effect in a color without any sort of spell theme. It's just decent card selection and not much more.
Reducing the cost on this is super doable even outside of graveyard decks, and it's a pretty scary threat when it comes down for 6 or so mana.
Most of the value here comes from the activated ability, which is a good way to get value in the late game since you can get 4 counters at a time. However, it doesn't do much on turn 4 or 5, and that's a problem.
You get amazing value when you flash this back, and the initial spell is pasasble.
It's always tough to have something like this line up correctly. When it does, it feels great, but it's far too narrow to be a playable Limited card.
This has a decent baseline and kind of scales up later in the game.
Two mana 1/3s that tap for Green always play pretty well.
A one mana 1/1 with death touch is always playable, and this has an effect you can use in the extreme late game that is likely to make it massive.
The token for two mana isn't too shabby, but the fact you can flash this back for another one in the late game is what makes this a good Common.
It's tough to make this card work, but if you have some trample and other evasion, some silly stuff can certainly happen.
The base stats are bad, and even growing to a 4/3 isn't great. It gets better if you can put multiple creatures into play with regularity.
Adding a counter to this, making it an isntant, and giving it the ability to grab Towns makes this one of the better lower rarity ramp effects we've seen in Limited for a long time. You can even generate a 2-for-1 when things line up correctly.
If you're good at making tokens, this is quite the payoff. If you're not, it's a sub-par creature.
I don't love that this doesn't add to the board, but it certainly ramps and fixes your mana in a big way -- and might even trigger landfall.
This effect isn't worth a card in Limited. You won't have anything to spend all that mana on 90% of the time.
This has a lot of potential, but it's awkward to play early because it doesn't add to the board, and awkward to play late because you're less likely to get enough value out of it. It's ability to become a creature does help offset that last part, though.
These two modes have their place and are good in different situations, but this is still super clunky.
This generates a 2-for-1 up front, and then can become a massive threat all on his own, attacking as a 5/5 the next turn and snowballing from there.
This feels great on turn one, as it can become an absolute monster after you spend only one mana on it. But it's a pretty bad top-deck.
This is really tough to transform in Limited, but not impossible, especially in Red/Green.
This gives you two bodies up front, and even though one of them is temporary, you'll still be able to generate a 2-for-1 most of the time.
This ramps your mana and fixes it in a big way, and is also likely to give you a counter and a card. That's a pretty sweet 2-for-1.
This gives you a huge body for a couple of turns, and it's chapters all work really nicely together. He slots nicely into graveyard as well as landfall decks.
This "put a creature from your hand into play" effect never plays well in Limited as you rarely have something worthwhile. And the baseline here is a miserable 4-mana 1/1.
You need a few ways to increase her stats, but this format has plenty, and she can hit really hard in a hurry even with just one counter.
This is a really good trick. The first mode is passable, but it scales as the game continues.
Just a two mana 2/2 that can tap for mana of any color is a great card, and this'll also put counters on stuff with regularity.
This is a good enabler for graveyard decks and Town decks, and it helps all decks hit their land drops.
This can generate insane value given just a little bit of time, as playing lands off the top lets you rip through your deck in a hurry.
This is a really nice 2-for-1, and while melding won't be happening very often, it's upside on a really good card.
This is big and can turn the game on it's head to a degree -- but it doesn't leave any sort of permanent effect on the battlefield if it goes down like an 8 mana creature should -- and it can die to a whole lot of removal in the set.
There aren't a huge number of vehicles in this set, but a three mana 4/3 with Reach is a solid baseline, and when you do have a vehicle they can be even better.
This stat-line is very worrysome for a 4-mana card. It can die quite easily to very cheap removal in the format, and it doesn't give you any sort of value up front.
Even on it's own, attacking with this draws a card, and when you have other birds it can generate even more value.
This can buff a decent number of creatures, especially in Blue/White, and Cycling is a great addition. It gets even better with more Cids.
This will generate a 2-for-1 almost any time you play it. Not only is it good in the obvious BG color pair, it's also easily splashable in UG, making it even better.
I'd be very happy with this card if it were only a three mana 2/4 with Vigilance that loots when it enters or attacks, and in the late game it can transform into something that breaks the game wide open.
Even if she couldn't transform she'd be really good, and it's very possible to transform her.
This has a very good baseline and it's not that challenging to transform in the late game, and when it does it can chip in for a ton of damage.
This is a nice early game creature with the ability to come back as a big flier late. That's a pretty nice 2-for-1.
She needs Sagas to go off, but that's not a huge ask in this set. If you can simultaneously buff your lifelinker and help your Saga Creatures stay around longer to generate more value, she's going to feel great. She will just be a two mana 2/2 with lifelink a big chunk of the time, though.
He likes Equipment a lot, and this format has a lot of them. Rummaging is nice upside to add to them, and because he's a double striker he's a great creature to Equip too.
He can grab any land which is great, and because of his landfall trigger he can help you do some damage the moment he comes down.
Not every Blue/black deck will have enough artifacts for this card to shine. If you have a ton of them, though, this is a great value engine. And the baseline for the card keeps the floor from being all that low.
Milling isn't a very reliably strategy in this format, so she's mostly just a hard-to-cast two mana 2/2 with lifelink.
This generates a 2-for-1 while ramping your mana in a big way, and he can even remain relevant late because of his activated ability.
You'll usually get a counter of this the turn it comes down, and it will start to snowball as you buff creatures and make them into Mutants.
You'd play this card 100% of the time and be pretty happy about it even if it was just the front side. And once it transforms, it's likely to end the game.
Growing off of both artifacts and creatures can allow the Judge to get pretty massive.
This enters and attacks trigger is incredibly strong, since it will allow you to draw cards while making your opponent discard. And if he ever transforms, it's game over.
This would be good even if it could never transform, and transforming it is actually very doable, since it spits out Wizard tokens and is a Wizard itself.
The stat-line will hold her back sometimes, but there are tons of ways to buff her and really allow her to go wild. Because of First Strike + Trample, she'll make sure all your creatures do augmented damage.
The combination of these keywords and the combat damage trigger is really frustrating to play against.
If you're in a heavy artifact deck this is a nice way to generate value, although the life loss keeps you from being able to do it a ton.
This is a great Town payoff that is even capable of pulling you back ahead from behind.
The baseline is already pretty good, and her attack trigger can make almost anything -- including Angelo -- into a threat.
If you can get this token it's going to feel pretty awesome, but there are lots of board states where it just isn't possible.
This landfall trigger is a little awkward, since you will often want to dsicard lands to it. Her ability to reanimate sagas can come up in a big way in the late game.
Drawing cards with her is very doable, and sometimes she'll even be a good attacker.
This "enters or attacks" trigger is insane, because provided you have at least one nonland permanent in your graveyard, Sin is always going to bring it back, and by the time you play him in these colors it's virtually impossible that you don't have stuff to get back. Combine that with a huge body, and we're talking about a bomb.
He can grant double strike immediately, and once he starts attacking he has very real potential to add permanents to the board.
This is really powerful, and can draw tons of cards and give you a bunch of tokens. However, the bad stat-line does mean you frequently won't make it to your next turn so he can go off.
You have to go pretty hard Enchantments to really make Terra great. The good news is, that's very doable in this set and she still has a decent baseline.
The starting stats are bad, but this can quickly grow and it's attack trigger can help aggro decks get in for lots of damage early.
A 5-mana 4/5 that Surveils 2 when it enters or attacks is a quality card, and this can transform into a game-winning play in the late game.
Spell decks won't have much of a problem buffing Vivi, and the mana he produces can really help you go off.
This is a very strong Town payoff, but you need a whole lot of them -- probably 8+ -- to have a chance of making those tokens.
She can bring back Sagas and buff them (and herself). The format has enough of them that this doesn't really need a buildaround grade.
This enters trigger is great when it's attached to a creature, and the lifelink + treasure means even when it's not a game breaking play, you can at least generate some value
The attack trigger is good, but the body is incredibly underwhelming.
This is very clunky and gives too inconsistent of a buff to be reliable.
If you're in the market for mana, this does the job, and giving it up to draw cards is very doable.
This offers a good buff for the cost and has a very, very strong combat damage trigger. It makes almost any creature into a win condition.
This doesn't do anything very meaningful, and you have to wait a long time before it can ever do something. If someone plays this against me, I'm going to be pretty happy -- because they may as well have mulliganed.
There's enough incidental life gain in the set for this to be decent, but not so much that it's insane.
Double Strike + an extra combat step for that creature can be pretty scary, but this is also pretty clunky.
This is never going to feel terrible, but it's rarely going to feel great either.
Those keywords are nice, but you're still going to feel like you're overpaying in a big way.
While I like the "enters" trigger, the cost of casting this and equipping it doesn't seem great.
Both of these abilities are incredibly overcosted.
The death trigger makes this appealing in both Artifact decks and sacrifice decks.
Forcing blocks with your first striker can be good, but only if your creature was already big enough to make a difference.
It may not seem great at first, but it's a decent two drop for decks like UW (artifacts) RW (equipment, and BR (cheap spells), so I think it'll make the cut surprisingly often.
It's always pretty hard to take advantage of cards that let you put a land from your hand on the battlefield, mostly because you don't usually ahve a whole bunch of extra lands in your hand. The town payoff effect is also pretty expensive.
This is easy to crew and attack with, and it's going to give you a land every single time you do.
It's definitely overcosted at first, but the fact it can come back in the late game is pretty nice upside.
I don't love taking a turn off to cast this, but it is pretty powerful once it's in play.
Having to spend mana to use these abilities is a big bummer, but if you really need the fixing it can do the job.
Even in a town deck I don't think it's a good idea to run this. It's really bad for your mana and a tiny bit of lifegain doesn't offset that.
This is a great way to fix your mana early, and in the late game it turns into a game-winning Vehicle.
The Town duals all provide nice fixing and a useful subtype.
This provides some decent fixing, but filter lands are a little to inefficient to be great.
Even in this set, it's going to be very difficult to get enough legendaries to go off with this, and in the meantime you have a land that is actively bad for your mana base.
This is good fixing, although I think the duals are usually a little better.
This is bad for your mana and it's activated ability can feel good in the extreme late game, but that's enough to offset this card's problems.
The Town duals all provide nice fixing and a useful subtype.
This is another town that's not good for your mana. This one can make treasures, but the coin flip is pretty bad. I think it'll make the cut on occasion though in artifact decks becuase it can give them up for cards.
The Town duals all provide nice fixing and a useful subtype.
The Town duals all provide nice fixing and a useful subtype.
The Town duals all provide nice fixing and a useful subtype.
Having a land that can be a 3-for-1 in the mid to late game is pretty awesome. Most decks will have enough permanents to get back with this.
The Adventure here isn't great, but it is upside on a Town that can tap for Blue, so a deck like U/G is still likely to play it.
A land that gives you a token is pretty nice, and I also like that the Adventure here can trigger your other Wizard tokens.
There's plenty of good fodder to sacrifice in Black, so Reactor Raid is going to feel pretty good.
The Town duals all provide nice fixing and a useful subtype.
The Town duals all provide nice fixing and a useful subtype.
This is incredible fixing, and the fact it enters untapped early is really, really nice.
The Town duals all provide nice fixing and a useful subtype.
The Town duals all provide nice fixing and a useful subtype.
The Town duals all provide nice fixing and a useful subtype.
It feels great to have a land that can also provide a super efficient, massive body.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-mythic||Enchantment Creature — Saga Dragon
|
0.0 // 4.0 | 4.9 | 1.40 | 5 | 1.33 | 7 |
ss-rare||Legendary Creature — God
|
2.5 | -0 | 15.00 | 0 | 4.00 | 3 |
ss-uncommon|White|Legendary Creature — Human Knight
|
3 | 3.6 | 4.89 | 18 | 3.68 | 79 |
ss-rare|White|Legendary Creature — Human Cleric
|
3 | -0 | 15.00 | 0 | 4.00 | 2 |
ss-common text-light|White|Sorcery
|
2 | 2.3 | 8.50 | 6 | 9.80 | 52 |
ss-uncommon|White|Legendary Creature — Bird
|
3 | 3.6 | 5.06 | 17 | 4.20 | 77 |
ss-uncommon|White|Legendary Creature — Human Rebel Noble
|
1.5 // 3.5 | 3.2 | 6.16 | 19 | 5.33 | 89 |
ss-uncommon|White|Instant
|
1.5 | 0.9 | 12.50 | 4 | 8.14 | 24 |
ss-uncommon|White|Instant
|
3.5 | 3.9 | 4.14 | 29 | 3.62 | 80 |
ss-mythic|White|Legendary Creature — Human Soldier Mercenary
|
4 | 4.5 | 2.40 | 5 | 2.08 | 14 |
ss-common text-light|White|Creature — Moogle
|
2 | 2.1 | 9.20 | 5 | 7.94 | 51 |
ss-common text-light|White|Creature — Cat Beast
|
2 | 2.9 | 6.75 | 4 | 8.36 | 44 |
ss-uncommon|White|Artifact — Equipment
|
2.5 | 3.7 | 4.67 | 6 | 5.19 | 101 |
ss-uncommon|White|Sorcery
|
2.5 | 3.2 | 6.12 | 16 | 5.00 | 78 |
ss-uncommon|White|Creature — Moogle
|
1.5 // 4.0 | 3 | 6.56 | 18 | 4.74 | 84 |
ss-rare|White|Legendary Creature — Human Noble Knight
|
5 | 4.1 | 3.50 | 2 | 3.50 | 2 |
ss-uncommon|White|Artifact — Equipment
|
3 | 4 | 3.75 | 4 | 4.00 | 8 |
ss-common text-light|White|Creature — Dwarf Soldier
|
2.5 | 2.1 | 9.25 | 4 | 8.59 | 46 |
ss-common text-light|White|Instant
|
3 | 2.2 | 8.86 | 7 | 7.00 | 35 |
ss-rare|White|Sorcery
|
0 | 1.1 | 12.00 | 2 | 7.00 | 9 |
ss-uncommon|White|Legendary Creature — Cat Archer
|
3 | 3.8 | 4.40 | 15 | 4.17 | 95 |
ss-common text-light|White|Creature — Cat
|
2 | 3.5 | 5.33 | 3 | 6.86 | 36 |
ss-rare|White|Artifact — Equipment
|
1.5 // 4.0 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-uncommon|White|Artifact — Vehicle
|
2.5 | 3.4 | 5.47 | 17 | 4.72 | 85 |
ss-common text-light|White|Artifact Creature — Robot Soldier
|
1.5 // 3.5 | 2.6 | 7.86 | 7 | 7.45 | 30 |
ss-rare|White|Legendary Creature — Human Cleric
|
1.5 | 2.1 | 9.00 | 1 | 5.00 | 3 |
ss-rare|White|Instant
|
4 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-common text-light|White|Artifact — Equipment
|
1.5 | 2.9 | 6.91 | 11 | 6.93 | 30 |
ss-uncommon|White|Artifact
|
1.5 | 1.3 | 11.33 | 12 | 6.96 | 132 |
ss-uncommon|White|Instant
|
2.5 | 2.7 | 7.33 | 9 | 5.72 | 93 |
ss-uncommon|White|Enchantment
|
1.5 | 2.9 | 7.00 | 2 | 7.82 | 22 |
ss-common text-light|White|Instant
|
2.5 | 2.9 | 7.00 | 8 | 7.12 | 43 |
ss-uncommon|White|Legendary Creature — Human Rebel Monk
|
2.5 | 2.5 | 7.87 | 15 | 5.53 | 121 |
ss-rare|White|Legendary Creature — Moogle
|
2.5 | 3.8 | 4.50 | 4 | 3.50 | 10 |
ss-common text-light|White|Enchantment Creature — Saga Bird Moogle
|
3 | 2.5 | 8.08 | 12 | 7.53 | 52 |
ss-mythic|White|Enchantment Creature — Saga Knight
|
4.5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-uncommon|White|Enchantment Creature — Saga Harpy
|
3 | 3.5 | 5.14 | 22 | 4.53 | 90 |
ss-rare|White|Sorcery
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|White|Legendary Creature — Elder Wizard
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|White|Creature — Human Artificer
|
2 | 2.7 | 7.50 | 8 | 8.12 | 39 |
ss-common text-light|White|Artifact
|
3.5 | 3.9 | 4.17 | 12 | 4.50 | 21 |
ss-common text-light|White|Artifact — Equipment
|
2.5 | 3.8 | 4.40 | 5 | 5.43 | 29 |
ss-rare|White|Legendary Artifact
|
2.5 | 3.2 | 6.00 | 1 | 3.50 | 4 |
ss-common text-light|White|Instant
|
2.5 | 1.7 | 10.17 | 6 | 9.38 | 59 |
ss-uncommon|White|Legendary Creature — Human Soldier
|
3 | 3.8 | 4.40 | 20 | 3.88 | 66 |
ss-rare|Blue|Artifact — Equipment
|
3.5 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-uncommon|Blue|Artifact — Vehicle
|
2.5 | 1.8 | 9.93 | 15 | 6.89 | 131 |
ss-common text-light|Blue|Sorcery
|
2.5 | 4.3 | 3.00 | 2 | 5.14 | 37 |
ss-common text-light|Blue|Creature — Drake
|
3.5 | 3.4 | 5.57 | 7 | 6.67 | 24 |
ss-common text-light|Blue|Instant
|
2 | 3 | 6.71 | 7 | 6.50 | 38 |
ss-rare|Blue|Legendary Creature — Human Artificer Noble
|
4 | -0 | 15.00 | 0 | 8.00 | 3 |
ss-uncommon|Blue|Instant
|
3 | 3.3 | 5.69 | 16 | 4.11 | 71 |
ss-uncommon|Blue|Artifact
|
0 | 1.9 | 9.55 | 11 | 8.87 | 179 |
ss-mythic|Blue|Legendary Creature — Wizard
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|Blue|Creature — Elemental Ooze
|
2 | 2.4 | 8.40 | 5 | 7.43 | 38 |
ss-common text-light|Blue|Instant
|
3.5 | 3 | 6.50 | 4 | 6.00 | 39 |
ss-uncommon|Blue|Creature — Faerie
|
3 | 3.7 | 4.68 | 19 | 3.98 | 68 |
ss-rare|Blue|Legendary Creature — Human Noble Warrior
|
4.5 | 4.6 | 2.00 | 1 | 1.33 | 3 |
ss-rare|Blue|Instant
|
1.5 | 2.4 | 8.33 | 12 | 7.55 | 66 |
ss-rare|Blue|Legendary Artifact — Vehicle
|
4.5 | 5 | 1.00 | 2 | 3.00 | 3 |
ss-common text-light|Blue|Instant
|
2.5 | 1.5 | 10.67 | 3 | 7.25 | 45 |
ss-rare|Blue|Legendary Creature — Human Warlock
|
1.5 // 4.5 | 3.8 | 4.33 | 3 | 4.75 | 4 |
ss-rare|Blue|Sorcery
|
3.5 | 4.3 | 2.88 | 8 | 3.13 | 16 |
ss-uncommon|Blue|Legendary Artifact — Vehicle
|
1.5 | 1.8 | 10.08 | 13 | 7.32 | 171 |
ss-common text-light|Blue|Creature — Beast Citizen
|
2.5 | 1.2 | 11.56 | 9 | 10.64 | 56 |
ss-uncommon|Blue|Legendary Creature — Human Wizard
|
4 | 3.7 | 4.52 | 25 | 3.90 | 70 |
ss-uncommon|Blue|Sorcery
|
3 | 3.8 | 4.42 | 12 | 5.04 | 84 |
ss-common text-light|Blue|Sorcery
|
2 | 2.7 | 7.50 | 4 | 7.00 | 41 |
ss-common text-light|Blue|Artifact Creature — Construct
|
2 | 1.7 | 10.25 | 4 | 8.13 | 34 |
ss-common text-light|Blue|Artifact — Equipment
|
1.5 | 1.2 | 11.60 | 5 | 8.94 | 55 |
ss-common text-light|Blue|Creature — Merfolk Warrior
|
1.5 | 0.7 | 13.00 | 5 | 7.31 | 45 |
ss-common text-light|Blue|Artifact Creature — Robot Scorpion
|
2 | -0 | 15.00 | 0 | 7.15 | 36 |
ss-uncommon|Blue|Enchantment
|
2.5 | 2.3 | 8.68 | 19 | 6.82 | 144 |
ss-uncommon|Blue|Enchantment — Aura
|
3.5 | 3.9 | 4.00 | 23 | 4.21 | 86 |
ss-uncommon|Blue|Instant
|
0 | 0.6 | 13.33 | 3 | 10.18 | 27 |
ss-common text-light|Blue|Enchantment — Aura
|
3 | 2.2 | 8.75 | 4 | 6.13 | 42 |
ss-rare|Blue|Enchantment Creature — Saga Leviathan
|
4 | 4.5 | 2.50 | 4 | 2.20 | 12 |
ss-uncommon|Blue|Enchantment Creature — Saga Elemental
|
4 | 3.9 | 4.08 | 24 | 3.96 | 63 |
ss-uncommon|Blue|Instant
|
2.5 | 3.9 | 4.20 | 5 | 6.36 | 21 |
ss-common text-light|Blue|Instant
|
2.5 | 2.3 | 8.50 | 4 | 6.38 | 31 |
ss-uncommon|Blue|Artifact — Equipment
|
3 | 3.3 | 5.90 | 10 | 4.68 | 77 |
ss-uncommon|Blue|Sorcery
|
1 // 3.5 | 2 | 9.33 | 12 | 6.89 | 119 |
ss-uncommon|Blue|Legendary Creature — Octopus
|
2.5 | 3.6 | 4.86 | 7 | 5.15 | 75 |
ss-uncommon|Blue|Artifact Creature — Construct
|
1.5 // 3.5 | 2.3 | 8.64 | 14 | 6.50 | 123 |
ss-rare|Blue|Legendary Artifact
|
0 | -0 | 15.00 | 0 | 11.00 | 2 |
ss-mythic|Blue|Legendary Creature — Cat Druid
|
3.5 | 4.6 | 2.00 | 1 | 2.00 | 3 |
ss-common text-light|Black|Creature — Eye Horror
|
2 | 2.5 | 8.00 | 5 | 7.67 | 46 |
ss-uncommon|Black|Creature — Human Artificer Warrior
|
3.5 | 3.6 | 4.87 | 15 | 4.64 | 79 |
ss-rare|Black|Legendary Creature — Elder Human Noble
|
4.5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-common text-light|Black|Artifact — Equipment
|
2.5 | 2.3 | 8.50 | 2 | 5.62 | 29 |
ss-rare|Black|Legendary Creature — Human Knight
|
3.5 | 4.2 | 3.25 | 8 | 3.58 | 14 |
ss-uncommon|Black|Sorcery
|
2.5 | 3 | 6.47 | 15 | 4.46 | 85 |
ss-common text-light|Black|Sorcery
|
2.5 | 3 | 6.60 | 5 | 5.54 | 22 |
ss-mythic|Black|Creature — Human Wizard
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Black|Artifact — Equipment
|
2 | 3.6 | 4.92 | 12 | 5.16 | 100 |
ss-rare|Black|Legendary Artifact
|
2.5 | -0 | 15.00 | 0 | 4.00 | 5 |
ss-uncommon|Black|Artifact Creature — Demon Wall
|
2.5 | 3.4 | 5.40 | 10 | 4.62 | 90 |
ss-uncommon|Black|Sorcery
|
2 | 3.2 | 6.15 | 13 | 4.09 | 91 |
ss-uncommon|Black|Legendary Creature — Human Warrior
|
1.5 // 3.0 | 2.6 | 7.82 | 11 | 5.06 | 89 |
ss-common text-light|Black|Instant
|
2 | 2.1 | 9.25 | 4 | 7.00 | 37 |
ss-uncommon|Black|Sorcery
|
1.5 // 3.5 | 3.4 | 5.38 | 13 | 4.51 | 73 |
ss-uncommon|Black|Legendary Creature — Human Soldier
|
2.5 | 3.3 | 5.64 | 11 | 4.08 | 77 |
ss-common text-light|Black|Creature — Ooze Horror
|
3 | 2.7 | 7.50 | 2 | 6.15 | 32 |
ss-rare|Black|Legendary Creature — Human Warrior
|
3.5 | 4.5 | 2.33 | 3 | 3.00 | 3 |
ss-rare|Black|Legendary Creature — Human Knight
|
2.5 | 3.2 | 6.00 | 1 | 5.20 | 6 |
ss-common text-light|Black|Creature — Plant Horror
|
2.5 | 2.6 | 7.75 | 4 | 6.71 | 35 |
ss-common text-light|Black|Creature — Fish Citizen
|
2.5 | 2.9 | 6.75 | 4 | 9.36 | 51 |
ss-rare|Black|Artifact — Equipment
|
4 | 4.8 | 1.50 | 2 | 1.50 | 3 |
ss-uncommon|Black|Instant
|
3.5 | 5 | 1.00 | 1 | 2.00 | 3 |
ss-uncommon|Black|Artifact — Vehicle
|
0 // 3.0 | 1.8 | 10.00 | 12 | 7.12 | 141 |
ss-uncommon|Black|Sorcery
|
2 | 3 | 6.55 | 11 | 6.26 | 96 |
ss-common text-light|Black|Creature — Zombie Horror
|
1.5 | 1.7 | 10.33 | 6 | 9.50 | 51 |
ss-uncommon|Black|Legendary Creature — Human Assassin
|
2.5 | 3.2 | 5.93 | 14 | 5.45 | 90 |
ss-common text-light|Black|Sorcery
|
2 | 1.9 | 9.57 | 7 | 7.00 | 38 |
ss-mythic|Black|Legendary Creature — Human Avatar Soldier
|
5 | 4.8 | 1.57 | 7 | 1.80 | 7 |
ss-common text-light|Black|Instant
|
2.5 | 4 | 3.85 | 39 | 3.96 | 162 |
ss-uncommon|Black|Creature — Mutant Horror
|
2.5 | 3 | 6.67 | 12 | 5.43 | 113 |
ss-common text-light|Black|Creature — Human Soldier
|
3 | 2.5 | 8.00 | 2 | 8.82 | 53 |
ss-uncommon|Black|Enchantment
|
3.5 | 4.1 | 3.50 | 14 | 3.09 | 61 |
ss-uncommon|Black|Enchantment Creature — Saga Horror
|
4 | 3.7 | 4.61 | 18 | 4.63 | 72 |
ss-rare|Black|Enchantment Creature — Saga Knight
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Black|Creature — Salamander Horror
|
2 | 2.9 | 7.00 | 10 | 5.48 | 105 |
ss-common text-light|Black|Creature — Rat
|
3 | 2.7 | 7.33 | 3 | 6.19 | 35 |
ss-common text-light|Black|Instant
|
3.5 | 3.7 | 4.57 | 7 | 4.93 | 31 |
ss-rare|Black|Legendary Creature — Assassin
|
3.5 | 4.6 | 2.00 | 1 | 1.50 | 2 |
ss-common text-light|Black|Instant
|
2 | 0.9 | 12.40 | 5 | 8.73 | 43 |
ss-rare|Black|Legendary Creature — Human Noble Warrior
|
4 | 3.6 | 5.00 | 1 | 4.00 | 2 |
ss-rare|Black|Legendary Creature — God
|
0 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-uncommon|Red|Legendary Creature — Human Rebel
|
2.5 | 1.6 | 10.43 | 14 | 6.20 | 147 |
ss-common text-light|Red|Creature — Elemental
|
3 | 2.4 | 8.25 | 4 | 7.87 | 47 |
ss-common text-light|Red|Sorcery
|
3.5 | 2.6 | 7.60 | 5 | 5.88 | 31 |
ss-uncommon|Red|Sorcery
|
3.5 | 4.6 | 2.00 | 2 | 3.25 | 11 |
ss-mythic|Red|Legendary Creature — Human Noble Warrior
|
5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-uncommon|Red|Artifact — Equipment
|
2.5 | 2.5 | 7.95 | 19 | 6.48 | 111 |
ss-rare|Red|Legendary Artifact
|
1 | 3.2 | 6.00 | 1 | 5.00 | 4 |
ss-uncommon|Red|Instant
|
2 | 3.1 | 6.25 | 8 | 5.30 | 68 |
ss-rare|Red|Legendary Creature — Human Rebel Warrior
|
4 | -0 | 15.00 | 0 | 6.00 | 1 |
ss-uncommon|Red|Legendary Creature — Rat Knight
|
3 | 2.6 | 7.73 | 15 | 6.46 | 115 |
ss-rare|Red|Legendary Creature — Human Samurai
|
2.5 / 5.0 | -0 | 15.00 | 0 | 3.67 | 3 |
ss-common text-light|Red|Instant
|
2.5 | 0.5 | 13.50 | 2 | 7.56 | 39 |
ss-common text-light|Red|Creature — Giant
|
2 | 1.5 | 10.75 | 4 | 9.88 | 57 |
ss-common text-light|Red|Creature — Human Citizen
|
2.5 | 0.7 | 13.00 | 3 | 8.20 | 45 |
ss-common text-light|Red|Instant
|
2 | 2.1 | 9.00 | 2 | 9.27 | 53 |
ss-common text-light|Red|Instant
|
2.5 | 2 | 9.50 | 4 | 8.71 | 45 |
ss-common text-light|Red|Creature — Human Wizard
|
2 | 0.7 | 13.00 | 1 | 7.08 | 27 |
ss-mythic|Red|Sorcery
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Red|Instant
|
2 | 2.1 | 9.00 | 11 | 7.08 | 151 |
Prompto Argentum
![]() ss-uncommon|Red|Legendary Creature — Human Scout
|
3 | 2.4 | 8.38 | 13 | 5.94 | 112 |
ss-uncommon|Red|Legendary Creature — Human Noble
|
2 | 3.9 | 4.00 | 13 | 4.27 | 83 |
ss-uncommon|Red|Sorcery
|
0 | 1 | 12.08 | 12 | 8.05 | 171 |
ss-rare|Red|Legendary Creature — Human Warrior
|
3.5 | 5 | 1.00 | 1 | 2.33 | 4 |
ss-common text-light|Red|Artifact — Equipment
|
1.5 | 3.6 | 5.00 | 1 | 7.50 | 43 |
ss-common text-light|Red|Creature — Plant
|
2 | 1.3 | 11.25 | 4 | 8.44 | 49 |
ss-uncommon|Red|Artifact — Equipment
|
3.5 | 4 | 3.67 | 21 | 3.44 | 76 |
ss-uncommon|Red|Creature — Worm
|
3 | 2.2 | 8.83 | 6 | 5.69 | 96 |
ss-rare|Red|Legendary Creature — Human Knight
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|Red|Instant
|
1.5 | 1.3 | 11.42 | 12 | 7.52 | 150 |
ss-uncommon|Red|Enchantment
|
1.5 | 1.5 | 10.75 | 4 | 6.31 | 133 |
ss-uncommon|Red|Sorcery
|
1.5 | -0 | 15.00 | 0 | 7.73 | 22 |
ss-rare|Red|Enchantment Creature — Saga Knight
|
3.5 | 2.1 | 9.00 | 1 | 4.33 | 4 |
ss-uncommon|Red|Enchantment Creature — Saga Wizard
|
1.5 // 3.5 | 3.3 | 5.86 | 7 | 5.33 | 114 |
ss-rare|Red|Enchantment Creature — Saga Dog
|
3 | -0 | 15.00 | 0 | 2.25 | 4 |
ss-common text-light|Red|Enchantment Creature — Saga Demon
|
3 | 2.5 | 8.00 | 3 | 5.93 | 33 |
ss-common text-light|Red|Sorcery
|
3.5 | 3.5 | 5.17 | 6 | 5.00 | 23 |
ss-common text-light|Red|Instant
|
4 | 4.4 | 2.75 | 8 | 4.67 | 28 |
ss-rare|Red|Enchantment
|
1.5 | 1.2 | 11.50 | 4 | 7.20 | 13 |
ss-uncommon|Red|Sorcery
|
1.0 // 3.0 | 1.8 | 10.00 | 4 | 6.00 | 21 |
ss-rare|Red|Legendary Creature — Human Scout
|
1.5 // 3.5 | 2.9 | 7.00 | 1 | 5.50 | 2 |
ss-common text-light|Red|Artifact — Equipment
|
2 | 2.1 | 9.00 | 5 | 8.73 | 51 |
ss-rare|Red|Legendary Creature — Human Monk
|
2.5 | -0 | 15.00 | 0 | 6.00 | 3 |
ss-common text-light|Green|Instant
|
2 | 1.6 | 10.50 | 4 | 7.69 | 38 |
ss-mythic|Green|Creature — Turtle
|
1.5 | 3.6 | 5.00 | 1 | 3.00 | 5 |
ss-common text-light|Green|Creature — Dinosaur
|
3 | 4.1 | 3.50 | 2 | 5.31 | 38 |
ss-common text-light|Green|Artifact — Equipment
|
2.5 | 2.3 | 8.60 | 5 | 6.20 | 35 |
ss-rare|Green|Legendary Creature — Human Bird
|
1.0 / 3.5 | 5 | 1.00 | 1 | 2.00 | 3 |
ss-common text-light|Green|Instant
|
2 | 2.5 | 8.00 | 6 | 8.44 | 53 |
ss-uncommon|Green|Creature — Plant
|
1.5 | 1.4 | 11.00 | 2 | 7.47 | 26 |
ss-common text-light|Green|Sorcery
|
3.5 | 3.2 | 6.17 | 6 | 5.31 | 32 |
ss-uncommon|Green|Artifact
|
2 | 3.7 | 4.60 | 15 | 4.06 | 67 |
ss-uncommon|Green|Sorcery
|
2.5 | 3.7 | 4.62 | 13 | 4.70 | 102 |
ss-uncommon|Green|Creature — Beast
|
3.5 | 3.4 | 5.39 | 18 | 4.55 | 76 |
ss-common text-light|Green|Sorcery
|
2 | 1 | 12.17 | 6 | 8.60 | 46 |
ss-uncommon|Green|Legendary Artifact Creature — Elemental
|
3 | 3.4 | 5.58 | 19 | 3.66 | 85 |
ss-rare|Green|Legendary Artifact
|
2.5 | 2.7 | 7.33 | 3 | 7.50 | 5 |
ss-rare|Green|Sorcery
|
4 | 4.3 | 3.00 | 2 | 2.00 | 4 |
ss-uncommon|Green|Instant
|
0 | 5 | 1.00 | 1 | 8.45 | 24 |
ss-common text-light|Green|Creature — Frog
|
2.5 | 2 | 9.38 | 8 | 8.94 | 50 |
ss-common text-light|Green|Creature — Plant Beast
|
3 | 3.1 | 6.33 | 3 | 6.92 | 30 |
ss-common text-light|Green|Creature — Plant Beast
|
2.5 | 2.6 | 7.60 | 5 | 7.82 | 54 |
ss-common text-light|Green|Sorcery
|
3 | 2.3 | 8.50 | 2 | 6.58 | 30 |
ss-rare|Green|Creature — Plant
|
1.5 | 2.9 | 7.00 | 1 | 4.25 | 5 |
ss-common text-light|Green|Creature — Rabbit Scout
|
2 | 1.2 | 11.67 | 3 | 8.50 | 48 |
ss-common text-light|Green|Instant
|
3 | -0 | 15.00 | 0 | 5.29 | 23 |
ss-uncommon|Green|Legendary Creature — Qu
|
1.5 // 3.5 | 2.5 | 8.08 | 13 | 4.92 | 85 |
ss-uncommon|Green|Sorcery
|
2.5 | 2.7 | 7.43 | 14 | 5.32 | 90 |
ss-rare|Green|Enchantment
|
0 | 1.8 | 10.00 | 1 | 7.00 | 4 |
ss-uncommon|Green|Enchantment
|
2 | 3.3 | 5.83 | 12 | 5.37 | 80 |
ss-uncommon|Green|Sorcery
|
2 | 1.4 | 11.00 | 1 | 7.73 | 22 |
ss-rare|Green|Legendary Creature — Human Pilot
|
5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon|Green|Creature — Bird
|
2.5 | 4.5 | 2.33 | 3 | 3.33 | 8 |
ss-uncommon|Green|Enchantment
|
2.5 | 2.1 | 9.00 | 1 | 3.86 | 8 |
ss-common text-light|Green|Enchantment Creature — Saga Bird
|
3.5 | 3.6 | 5.00 | 3 | 4.38 | 22 |
ss-uncommon|Green|Enchantment Creature — Saga Wolf
|
4 | 4.3 | 2.92 | 24 | 2.62 | 68 |
ss-rare|Green|Enchantment Creature — Saga Giant
|
4 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-rare|Green|Artifact — Equipment
|
0 | 4.6 | 2.00 | 1 | 3.50 | 2 |
ss-rare|Green|Legendary Creature — Human Monk
|
3 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-uncommon|Green|Instant
|
3 | 2.7 | 7.31 | 13 | 6.08 | 110 |
ss-uncommon|Green|Legendary Creature — Wolf
|
4 | 4.2 | 3.20 | 35 | 3.34 | 67 |
ss-common text-light|Green|Creature — Human Citizen
|
3 | 2.7 | 7.50 | 4 | 6.88 | 38 |
ss-mythic|Green|Creature — Bird
|
4.5 | 4.6 | 2.00 | 1 | 1.50 | 2 |
ss-uncommon|Green|Legendary Creature — Human Cleric
|
3.5 | 3.6 | 4.85 | 20 | 3.95 | 77 |
ss-mythic|White|Blue|Legendary Creature — Avatar Warrior
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|Red|Green|Legendary Creature — Human Rabbit
|
2.5 | 1.8 | 10.00 | 1 | 6.25 | 6 |
ss-uncommon|Black|Red|Legendary Creature — Wizard
|
2 | 3.1 | 6.36 | 11 | 5.21 | 94 |
ss-rare|White|Blue|Green|Legendary Creature — Bird
|
3 | -0 | 15.00 | 0 | 2.00 | 3 |
ss-uncommon|White|Blue|Legendary Creature — Human Artificer
|
3.5 | 3.3 | 5.73 | 22 | 5.03 | 112 |
ss-uncommon|Black|Green|Legendary Creature — Avatar
|
4 | 3 | 6.70 | 27 | 5.73 | 95 |
ss-mythic|Blue|Black|Legendary Creature — Elder Wizard
|
4.5 | 4.5 | 2.33 | 3 | 2.71 | 7 |
ss-uncommon|Blue|Red|Legendary Creature — Human Noble Wizard
|
3.5 | 3.6 | 4.90 | 20 | 4.83 | 95 |
ss-uncommon|Black|Green|Legendary Creature — Spirit Warlock
|
3.5 | 3.3 | 5.81 | 26 | 5.57 | 116 |
ss-uncommon|Black|Red|Legendary Creature — Human Knight
|
3.5 | 3.3 | 5.81 | 16 | 5.03 | 92 |
ss-uncommon|White|Green|Legendary Creature — Human Noble Cleric
|
3 | 2.5 | 8.11 | 19 | 5.71 | 141 |
ss-uncommon|White|Red|Legendary Creature — Dwarf Noble
|
3 | 1.9 | 9.60 | 5 | 8.18 | 34 |
ss-uncommon|Red|Green|Legendary Creature — Human Warrior
|
3.5 | 3.7 | 4.75 | 12 | 4.70 | 79 |
ss-rare|Blue|Black|Legendary Creature — Human Wizard
|
2.0 / 3.5 | -0 | 15.00 | 0 | 6.40 | 10 |
ss-rare|White|Blue|Legendary Creature — Human Wizard
|
2.5 | -0 | 15.00 | 0 | 4.67 | 3 |
ss-uncommon|Blue|Green|Legendary Creature — Human Advisor
|
4 | 3.7 | 4.62 | 21 | 5.00 | 93 |
ss-rare|Black|Green|Legendary Creature — Alien
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-rare|White|Red|Legendary Creature — Human Noble Wizard
|
5 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-uncommon|White|Black|Legendary Creature — Human Advisor Knight
|
3 | 2.3 | 8.55 | 20 | 7.05 | 105 |
ss-mythic|Blue|Black|Red|Legendary Creature — Human Wizard
|
5 | 4.4 | 2.60 | 10 | 3.90 | 11 |
ss-rare|Black|Red|Legendary Creature — Human Mutant Wizard
|
4 | 4.5 | 2.50 | 2 | 2.50 | 2 |
ss-mythic|White|Red|Legendary Creature — Human Soldier
|
4 | 4.8 | 1.50 | 2 | 2.00 | 5 |
ss-uncommon|Blue|Black|Legendary Creature — Human Rogue
|
3.5 | 3.5 | 5.33 | 18 | 5.09 | 102 |
ss-rare|White|Blue|Black|Legendary Creature — Human Noble
|
1.5 // 3.5 | -0 | 15.00 | 0 | 6.00 | 4 |
ss-uncommon|Blue|Green|Legendary Artifact Creature — Robot
|
4 | 2.8 | 7.12 | 17 | 5.90 | 109 |
ss-uncommon|White|Green|Legendary Creature — Human Rebel Warlock
|
3.5 | 3 | 6.68 | 19 | 5.79 | 101 |
ss-uncommon|White|Black|Legendary Creature — Human Noble
|
3 | 3 | 6.69 | 16 | 6.33 | 111 |
ss-uncommon|Red|Green|Legendary Creature — Human Shaman
|
3 | 2.6 | 7.85 | 20 | 6.66 | 141 |
ss-rare|White|Green|Legendary Creature — Human Citizen
|
-0 | 15.00 | 0 | 3.75 | 5 | |
ss-uncommon|Blue|Red|Legendary Creature — Dwarf Wizard
|
3 | 3.5 | 5.16 | 19 | 5.43 | 89 |
ss-rare|Blue|Black|Green|Legendary Creature — Leviathan Avatar
|
5 | 4.4 | 2.78 | 9 | 3.00 | 18 |
ss-rare|White|Black|Legendary Creature — Human Knight Mercenary
|
4 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-rare|Blue|Red|Legendary Creature — Human Wizard
|
3.5 | -0 | 15.00 | 0 | 3.33 | 3 |
ss-mythic|Red|Green|Legendary Creature — Human Wizard Warrior
|
2.0 // 4.5 | 5 | 1.00 | 5 | 1.73 | 11 |
ss-uncommon|White|Blue|Legendary Creature — Human Warrior
|
3 | -0 | 15.00 | 0 | 6.83 | 26 |
ss-uncommon|Blue|Black|Legendary Creature — Human Warlock
|
3.5 | 3.2 | 6.07 | 14 | 5.08 | 90 |
ss-mythic|Blue|Red|Legendary Creature — Wizard
|
3.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-rare|Blue|Green|Legendary Creature — Human Bard
|
1.5 // 4.0 | 2.9 | 7.00 | 1 | 7.67 | 8 |
ss-mythic|White|Green|Legendary Creature — Human Cleric
|
4 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-uncommon|White|Red|Legendary Creature — Human Mutant Scout
|
3.5 | 2.8 | 7.18 | 22 | 6.35 | 120 |
ss-common text-light||Artifact — Vehicle
|
2 | 2.1 | 9.00 | 1 | 9.00 | 49 |
ss-mythic||Legendary Artifact — Equipment
|
1 | 4.6 | 2.00 | 1 | 3.62 | 9 |
ss-common text-light||Artifact
|
2.5 | 3 | 6.71 | 7 | 6.94 | 46 |
ss-mythic||Artifact — Equipment
|
4.5 | 5 | 1.00 | 6 | 1.00 | 7 |
ss-uncommon||Artifact
|
0 | 1.4 | 11.00 | 1 | 9.00 | 25 |
ss-rare||Legendary Artifact — Equipment
|
3 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-rare||Artifact — Equipment
|
2.5 | 4.3 | 3.00 | 2 | 3.50 | 4 |
ss-common text-light||Artifact — Food
|
2 | 1.4 | 11.12 | 8 | 9.44 | 48 |
ss-common text-light||Artifact Creature — Demon
|
1.5 | 0.7 | 13.00 | 4 | 9.65 | 58 |
ss-uncommon||Artifact — Equipment
|
2 | 2.8 | 7.23 | 13 | 5.19 | 99 |
ss-common text-light||Legendary Artifact
|
1.5 | 2.2 | 8.80 | 5 | 9.82 | 52 |
ss-common text-light||Artifact Creature — Goblin Construct
|
2 | 0.7 | 13.00 | 2 | 10.57 | 48 |
ss-rare||Legendary Artifact — Equipment
|
2 | 3.9 | 4.00 | 1 | 7.50 | 3 |
ss-common text-light||Artifact — Equipment
|
2 | 2.3 | 8.57 | 7 | 8.56 | 50 |
ss-uncommon||Artifact Creature — Construct Alien
|
1.5 | 2.4 | 8.36 | 14 | 6.70 | 149 |
ss-rare||Legendary Artifact — Vehicle
|
3.5 | 4.8 | 1.50 | 2 | 6.67 | 4 |
ss-uncommon||Artifact Creature — Robot Spider
|
2.5 | 2.1 | 9.00 | 3 | 7.85 | 22 |
ss-uncommon||Legendary Artifact
|
2.5 | 1.6 | 10.50 | 8 | 7.30 | 119 |
ss-common text-light||Artifact
|
1.5 | 1.6 | 10.50 | 6 | 9.28 | 60 |
ss-common text-light||Land — Town
|
0 | 1.2 | 11.67 | 3 | 9.85 | 47 |
ss-rare||Land — Town
|
4.5 | 4.3 | 3.00 | 1 | 2.00 | 3 |
ss-common text-light||Land — Town
|
3 | 1.4 | 11.00 | 2 | 8.00 | 39 |
ss-uncommon||Land — Town
|
2 | 2.5 | 7.88 | 24 | 5.81 | 136 |
ss-rare||Land — Town
|
1 | -0 | 15.00 | 0 | 3.57 | 7 |
ss-common text-light||Land — Town
|
2.5 | 3 | 6.56 | 9 | 7.29 | 50 |
ss-uncommon||Land — Town
|
1.5 | 1 | 12.33 | 3 | 9.18 | 25 |
ss-common text-light||Land — Town
|
3 | 1.8 | 10.00 | 3 | 7.07 | 28 |
ss-uncommon||Land — Town
|
1.5 | 1.4 | 11.00 | 14 | 8.46 | 180 |
ss-common text-light||Land — Town
|
3 | 3.6 | 5.00 | 1 | 6.65 | 31 |
ss-common text-light||Land — Town
|
3 | 2.4 | 8.33 | 3 | 6.94 | 27 |
ss-common text-light||Land — Town
|
3 | 2.3 | 8.67 | 6 | 7.94 | 33 |
ss-rare||Land — Town
|
3.5 | 4.6 | 2.00 | 2 | 2.00 | 2 |
ss-rare||Land — Town
|
2 | 3.6 | 5.00 | 2 | 7.00 | 4 |
ss-rare||Land — Town
|
3 | -0 | 15.00 | 0 | 9.00 | 2 |
ss-rare||Land — Town
|
3 | 3 | 6.50 | 2 | 5.57 | 9 |
ss-common text-light||Land — Town
|
3 | 2.1 | 9.00 | 8 | 7.19 | 35 |
ss-common text-light||Land — Town
|
3 | 1.7 | 10.33 | 3 | 8.38 | 34 |
ss-rare||Land — Town
|
3.5 | -0 | 15.00 | 0 | 4.00 | 2 |
ss-common text-light||Land — Town
|
3 | 3 | 6.60 | 5 | 6.75 | 29 |
ss-common text-light||Land — Town
|
3 | 1.7 | 10.20 | 5 | 8.50 | 35 |
ss-common text-light||Land — Town
|
3 | 1.4 | 11.00 | 5 | 8.00 | 40 |
ss-rare||Land — Town
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-common text-light||Basic Land — Plains
|
0.4 | 14.00 | 1 | 10.94 | 53 | |
ss-common text-light||Basic Land — Island
|
0.4 | 14.00 | 5 | 10.61 | 48 | |
ss-common text-light||Basic Land — Swamp
|
0.6 | 13.40 | 5 | 10.94 | 55 | |
ss-common text-light||Basic Land — Mountain
|
0.4 | 14.00 | 5 | 11.65 | 50 | |
ss-common text-light||Basic Land — Forest
|
0.4 | 14.00 | 3 | 10.89 | 50 |
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: