She's a glorified mana rock in Limited, but sometimes games go long enough you can actually cast her.
This is a quality trick that can help a creature win combat reasonably efficiently with some nice Jace value tacked on.
This is almost a passable card as a 4-mana 2/4 with Flying and VIgilance, so a prepared spell that synergizes with two white archetypes is very nice.
Empower Jace 2 isn't quite a full card, but it's close, and this has a playable aggressive statline.
Even if you only gained 1 life, surveiling a land into your graveyard effectively draws you a card. Still, you won't always be able to line things up so that you get cards out of this.
The second mode gives you a completely free attack, and the first mode is a great way to rebuy your legendary bombs.
This stat-line is terrible and it's hard to consistently cast creature spells and have creatures worth blinking in play.
This does give you a 2-for-1, but restricted reanimation -- even with a counter tacked on -- holds this back.
This is very much a buildaround that'll only work well in GW. If you gain 2 life, casting this is pretty good -- and if you can gain more (which is doable) it can be game-winning. Still, sometimes even in a lfiegain deck it's a dead card.
This is a decent place to put counters, but it's underwhelming on the whole.
This is like a less broken Ouroboroid. It scales all game long and quickly makes your board imposing since it's a combat trigger.
This is a Common that can give you four permanents, which is pretty exciting. It adds to the board in a big way and if you get it early and need a land drop, it can help there too.
Turning this into an asymmetrical Wrath is very easy in this format. You'll often keep your best -- or at least one of your best -- creatures, and destroy everything else.
This is card disadvantage and you'll rarely have enough planeswalkers in your deck to even give it a target consistently.
As usual, the Oblivion Ring Common is going to be pretty good. It hits all nonlands and does it reasonably efficiently.
I don't think that casting this twice will consistently feel like you've gotten a full card or 6 mana's worth of value.
If this could just kill attacking creatures for two mana it'd be a nice card, the other mode is card disadvantage to be sure, but it pays you back by being so efficient.
This is a sideboard card. Bring it in against everyone who is solidly in at least one of these colors, though, and it'll be one of your best cards.
This is a nice aggressive beater early who will give you a bit of loyalty, and later in the game it has the potential to give you tons of loyalty.
9 mana is just too much in most Limited formats.
This has passable base stats and an activated ability that always keeps it relevant.
This will trade up when it kills something, and when it can't you can cycle it away. In both cases you gain life, which is good upside in GW.
It's smaller than Ajani's Pridemate, but Ward means your opponent can basically never deal with it efficiently, giving it more time to get counters and attack.
This will often trade up and the Surveil trigger is good value even if you're not in UW
This will be straight up Counterspell often enough to be pretty good, and adding a Surveil to Cancel isn't a terrible baseline.
This is a buildaround for the UB deck. If you have enough "Omit Variables" this will consistently draw you three cards for three mana. Otherwise, it's pretty sketchy.
A two mana 2/1 Prowess is fairly mediocre, but this does give you a bit of graveyard value too.
This'll often be a 2/2, and it has a great Prepare spell that you immediately have access to, one that can give you some insane tempo early.
It's nice having three options, but none of them are that impressive on a 3-mana 3/2. This card should move up in your pick order a bit if you have the Special Guest Splinter Twin, though.
This can counter most stuff in the format, and while the second mode is super unimpressive, there are occasionally spots where it's good.
This does almost entirely remove a creature for 3 mana, but look out for self-bounce, enchantment removal, and sacrifice effects.
This'll usually draw you two cards before your opponent can do anything about it, and it can do significantly more than that from there.
This is an excellent Uncommon that is better than a 3-mana 2/1 that draws you a card when it enters, and cards like that are always among the best Commons in a set.
This is actually a solid trick since it only ever costs a single mana and will virtually always allow your creature to win combat.
The removal baseline here is a playable card, and getting empower Jace 1 stapled to all your noncreatures is awesome upside.
This is definitely a sideboard card. It won't have enough targets against a significant percentage of opponents, but you're going to want to side it in against anyone who is in one or both of these colors.
This is clunky as and doesn't really add to the board, but it'll feel like a 4-mana draw 3 a significant chunk of the time, and that's a card worth playing one of in most Limited formats.
This enters trigger is excellent and getting two more cards out of this guy after he dies or gets milled makes him even better.
This does give you two bodies and two Surveil triggers assuming you have the time, but you're not getting either of them at a very impressive rate.
This is an imposing flyer with a nice attack trigger, and the death trigger will almost always give you a 2-for-1. Flashing this into kill an X/4, and then untapping and attacking with the token sounds nasty.
It's gonna be tough to live the dream with this card in the format, but it is kind of passable as a harder to cast Quick Study.
This has nice evasive stats and is both a payoff and an enabler for Surveil decks.
Most of the time, he'll come down and make a token or bounce something, then draw you a card -- and the fact he made a token and bounced something makes it more likely he sticks around to keep on doing it. He will take over games.
You're not often going to want to make spells uncounterable with this, but the baseline is a two mana 0/3 that draws you a card, and that's pretty good.
This has good enough stats that it's not a disaster when you cast it -- in fact, on some boards it's a very real threat. But it still doesn't give you any upfront value, and that can be a problem for 5+ mana cards.
Casting this is card disadvantage, but the interaction is so cheap that that's okay. Besides, sometimes you do get a card out of it, like when you use it response to a combat trick.
A 3-mana 2/3 with Flying and Prowess would probably always make the cut, and sometimes it'll be worth using it's color-shifted Wheel of Fortune.
This'll gain you 4 total life as a fail case, and if it sticks around it's no slouch as an attacker.
This is going to be tough to prepare, as three reatures don't die during a turn very often, especially when your opponent knows this is coming. It's most likely to work when you cast it second main phase, but even then it's very difficult to set up. Obviously, when you can it's a super powerful spell, but it won't happen a ton.
These edicts that take down the high mana value creature tend to play well, as that's almost always what you want to remove anyway.
This is decent card draw that can set up black-red noncombat damage synergies.
As graveyard heavy as Black is in this format, just a one mana 1/2 that mills three would likely be a card you want, and this has the potential to have very high power for the cost.
This is mostly going to be a 4-mana 3/2 with Flying and Haste, because it's almost never coming back from the graveyard. Two creatures dying before the beginning of combat on your turn is just not something you can do with any kind of consistency.
It's a bit expensive, but it exiles and gives you a life and pings the opponent, both of which can trigger payoffs in this set.
Most of the time your sideboard won't have two cards that make this very valuable. Like sure, you can pay two to draw a land as a fail case, but that's not a very good fail case and the ceiling isn't very high either.
This is always premium removal.
This is effectively a three mana removal spell that also sticks around and augments your board, and that's amazing.
This can kill almost everything in the set, and even when it can't at least it weakens the creature.
This is an asymmetrical wrath because you get a Jace that is likely loaded up with loyalty who will give you the advantage you need to win in the aftermath.
This has underwhelming stats and an "enters" trigger this is really only useful if you're ahead.
We get a two mana 1/1 that forces discard in every set, and it's always a quality Common simply because it gives you more than a card of value. It gets even better with sacrifice outlets and the like.
Reanimation + Empower Jace is cool and all, but reanimation is always surprisingly hard to make worthwhile, even in graveyard formats.
Instant speed -3/-3 to everything is nasty, and you can find ways to set it up so that it hurts you more than the opponent. The card draw mode is useful when you've already got a nice board.
The baseline here is a 3-mana 3/2 that gives you a 3 loyalty Jace that also drains a life. That's nuts, and it's ability to keep Jace around and keep draining life is excellent.
This is decent both defensively and offensively, and it's attack trigger will get your Black-Red deck going.
This is a bit less efficient than other versions of this we've seen, which often only cost one when you sacrifice something, but it's still good removal.
Casting this is going to be disappointing. It'll wiff too often since it only hits nonland permanents. Oftentimes you wanna make your opponent discard removal, and this doesn't do it.
Because of Empower Jace you can probably get away with playing this in your main deck so that you also have access to it against opponents who are actually playing one or both of these colors. It'll have kind of a bad floor, but an amazing ceiling.
We've never seen one of these creatures who can return other creatures to your hand for a big mana cost work very well in Limited.
This is a nice two drop that can effectively set up the UB deck.
You're almost always going to want to go with the first mode, and when you do this is a very efficient removal spell. It doesn't hurt that it can make a Jace and draw you a card in a pinch, though.
As removal, this scales all game and can even go to the opponent's face, and an effect like that + trample can really change the game.
This set has enough spell payoffs for this to be worth using in UR especially.
This is a solid removal spell, especially because augmenting your board while removing something feels pretty good.
This was solid in ONE and bad in MSH. I think it'll be closer to ONE here, as it's a trick that can generate 2-for-1s in a set with lots of spell payoffs.
It's been a long time since a 3-mana 2/2 with no enters trigger and "When X happens, put a counter on me" has done well in Limited. It's just such an inefficient starting point that it really weighs the card down.
This looks like a legitimate buildaround in the BR deck to me, as if you can consistently get this back and cast it, it really snowballs. It's pretty mediocre elsewhere, though.
Ramping into this with Heartwood Tokens seems legit, and those tokens will also buff your creatures -- and every card in the set that makes those tokens is a creature itself, so you likely have other bodies to get buffed. Still, he's expensive and a little too situational to be insane or anything.
The stats are good, and this'll give you a shot at also drawing the best card in your deck. Grabbing something with flashback or other recursion effects is the best way to go.
If you're good at making artifact tokens -- and in this set that mostly means Heartwood tokens -- this is great, as getting a 5/5 flyer instead of one of those is very strong. This has good base stats though, so it's not going to be bad anywhere either.
Tapping a creature and paying a mana to send in something small is rarely worth it.
This is a sideboard card. Bring it in against everyone who is solidly in at least one of these colors, though, and it'll be one of your best cards.
A significant percentage of the time, this'll just win you the game since you either double your board or add your opponents board to your own. There are times when it doesn't work out quite as smoothly, but there are also times where you control a Jace and get to hold on to those creatures for much longer.
The second mode is a very good removal spell, and when the first one is worth using it tends to be great.
The stats aren't ideal, but both Vicious Verse and it's rummage activated ability make up for it.
This is a good rate for two bodies, especially when one of them tramples.
Polymorphing doesn't work in Limited, especially when you have to spend 7 mana before this does anything, and then you're at the mercy of RNG.
A two mana 2/1 with Menace is a card you'd always play, and this has a very strong noncombat damage trigger.
Sorcery speed Lightning Strike is a nice card, and this one will also let you Surveil once at a minimum.
A one mana 1/1 Prowess can do some work in this format, especially with a super cheap built-in prepare spell that might find you more spells to trigger Prowess.
A 3-mana 3/3 with Prowess is solid, but the prepare spell here is pretty inconsistent. Sometimes, if you get it early and have like 3 mountains play, there's a decent chance it lets you cast something ahead of schedule, but other times the mana is entirely meaningless.
This is a good attacker that it'll be a real pain to block since it can buff it's power.
It takes a bit of set up, but you'll be able to use this and get a 2-for-1 a huge percentage of the time.
This is a big body that gets in the way of everything, and using the enters trigger to turn a dead card -- like an extra land -- into Shock, sounds pretty solid.
The downside of paying 4 for removal is that you overpay and overkill stuff sometimes, but this makes up for that in a big way.
This is fine as a 3-mana deal 4, and it'll often cost two in this format.
This can trade for anything while also giving you nice Jace value. It's a good way to protect Jace, too.
The baseline here is plenty good, and you'll often get a 2-for-1 out of this, or mill it and still get a Beast out of it.
The stats are fine, and sometimes Naturalizing something withi t is worth it. The set dose have several legendary enchantments (the Way cycle), but blowing those up won't feel insane since they all do something when they enter.
A two mana 2/3 with death touch will always make your deck, and this one can effectively draw you a card when it hits your opponent.
Targeting your planeswalker with this will come up sometimes, especially in UG, where your Jace is likely to have lots of loyalty. And even without the planeswalker mode, this is a good removal spell.
This is a sideboard card. Bring it in against everyone who is solidly in at least one of these colors, though, and it'll be one of your best cards.
This is way too slow for Limited. It's three mana for an enchantment that never adds to the board, and only produces mana at a glacial pace.
Both the triggered ability and the activated ability are just nice to have in their own right, but in this format there is extra synergy that makes both of those better.
Playing this on turn one and then using Soul Tether on turn two is a great way to start the game, and the Crafter's mana can be used for other prepare spells as well as activated abilities.
Cards that cost 4 mana of the same color do not have a very good track record in Limited. Mana just isn't good enough, so you end up running this out in the late game when it matters a lot less -- or worse, you never cast it at all.
Because this makes a Heartwood token that enters untapped, you immediately have this activated ability online, making it difficult for your opponent to deal with the Puppetbeast.
You can put this on a small creature, where you're likely to choose death touch, or a big creature, where you're likely to choose trample, but in both cases I feel like this is a little too clunky to be anything special.
The stat-line is bad, and while this can grow -- and can ever grow itself late -- it doesn't feel like enough to make me want to use this card all the time.
This is way too expensive. By the time you cast it, the ability doesn't really matter in Limited.
You're going to need to be in Red/Green to get this going, but if you are turning your Heartwood Tokens into 5/5 is pretty great, especially with a recursive enchantment.
This gaining you life helps offset the fact it doesn't add to the board, and it's ability to get any permanent at all make it pretty attractive.
This'll usually give you a 3-for-1 while ramping and fixing your mana. That value is hard to turn down.
this is a solid effect in any deck, but BG likes the graveyard and GW likes to gain life, so doing a little extra in those decks makes it even more appealing.
This'll feel fine to run out on turn two, and if you get it later in the game where there's a legendary sphinx beating you down, it's nice that it can fix that problem for you.
He's just gonna be a big vanilla creature, and he usually won't be big until the mid-game. BG being a graveyard deck might make it a little easier to have him be sizable early, though.
One mana tricks that offer +2/+2 or more tend to perform decently in Limited, as it's such a small investment to have your creature win combat.
This triggers on each upkeep, so you'll get that first 3/3 in most cases before your opponent can do somethign about it, making you always come out ahead. And, if they don't deal with the Kraken, you're quickly going to overwhelm them with Tentacles.
The fail case here is a 6-mana 5/7 with Reach, which is fine -- but it's usually better to put the counters somewhere else to spread out your resources. Green is often the color that least needs landcycling or extra big creatures, though.
Ward keeps this from ever being a super easy kill, and Heartwood tokens + it's own artifact typing make it even better.
This gives you mana and a huge body that has to be dealt with, and even if your opponent does kill him, you come out ahead things to Heartwood tokens.
This is a strong landfall trigger that can quickly get out of hand thanks to all the card draw and surveil it enables. The loyalty ability won't always come up, but it will sometimes.
This is a decent little recursive guy who can also gain you life, which is useful for GW.
This is a great lifegain payoff attached to a solid body, and in a pinch you can even use the activated ability to find a way to gain some life.
The Trumpet Blast mode is good when you get it late and have a wide board, and the single target mode is a trick that will usually win combat. Still, three mana is kind of a lot for a trick, and the first mode is highly situational.
This is great, flexible, instant-speed removal.
He's easier to cast than you think because of Heartwood tokens, and when you do get him on the board he delivers insane value -- usually at least a 3-for-1.
Flashing this in to kill something and then untapping and Surveiling is just going to end games.
A 4-mana 3/4 flyer that could only offer +1/+1 to a creature at the beginning of combat would probably be playable, and this'll often give that creature a full-blown counter.
This is like a way better version of a 2-mana 1/1 that puts a counter somewhere, and that card is usually playable.
Paying 5 mana and 2-for-1ing yourself for a planeswalker you don't have sounds like a very bad idea.
This has three modes that are all pretty good in the right spot. The first mode is always going to be pretty good value, the second mode is good when you need to interact, and the last mode is good when you can go wide.
This can fill back-to-back spots on your curve, albeit inefficently.
This'll almost always kill your opponents creature and give you back yours, and that gets better with death and enters triggers.
Most of the time you'll be able to find a spot for this where you draw two and do some damage to your opponent, but there are some boards where it can't get in, in which case it's sort of a dead card.
A two mana 2/2 with Prowess is fine, all the more so when it can come back from the graveyard.
This attack trigger piles on the damage, and the activated ability can help make it even better. Early, Ingris is likely just attacking with a few small things, but in the late game the mana sink ability willl start to shine.
The combat trick mode is going to be the best one here most of the time, while the mana mode is pretty bad in Limited -- 2-for-1ing yourself for a one-shot mana boost is bad. The first mode is a good removal spell situationally, but this charm is definitely the weakest in the set.
This is a fine two drop that fills two back-to-back spots on your curve, although Soul Tether not adding to the board can be a problem.
These stats and keywords make Kwia a huge problem on any board, and she'll be able to attack and block every combat thanks to Vigilance. Ward prevents her from being killed super efficiently, and her ability to generate Lotuses is great additional value.
This will often come down and kill a medium-sized creature, and then hang around as an aerial threat.
This will always give you a disruptive 2-for-1, and threshold isn't that hard to come by here, so a 3-for-1 where you cast the spell you take from them is on the table too.
UB, BG, and BW all like self-mill in the format, and the Shaper can set that up in a big way, as using Omit Variables every turn quickly adds up.
This'll often generate a nice 2-for-1 that ramps your mana and gives you additional graveyard resources
A two mana 3/1 that Surveils 1 when it enters would be a card you always play, and this has way more going on since it lets all of your creatures surveil when they enter and it can come back once.
4 mana for two 2/2s is fine, and in the format is slow enough, this is going to win some games when you flash it back.
This is a great stat-line and it'll often gain you 2 life at least once, especially if you're on the play.
This is a decent removal spell, and that's mostly all it is, because this set only has legendaries at Uncommon and higher.
The Lightning Strike mode is deifnitely what you're going to do like 80% of the time, but having two other options is great. The second mode will always win combat, and sometimes that's what you need, and the last mode can be useful when you really need to add to the board.
Repeatble ping would be good even in a set where this card wasn't the signpost for an entire archetype that pays you off for doing noncombat damage.
This is decently disruptive, although it can wiff later in the game, at least you always get 2 damage.
This will often give you an attack you didn't have before -- both because of the buff and vigilance -- and on top of that it'll end up at least drawing you a card.
This ramps your mana while setting up all of your artifact and heartwood synergies for you -- including itself.
This one doesn't have any truly amazing mode, but it has three modes that are good in the right spot. The third mode will alwys give you about two mana's worth of value, while the other two modes come up when your opponent's board or plays line up just right.
This helps you set up graveyard stuff while also being a solid payoff for it.
This is a good way to trigger spell payoffs twice while also digging deeper for more spells.
This can take down any nonland while permanently buffing your entire board. It's a clunky 5-mana sorcery to be sure, but killing your opponents only blocker and buffing your whole board is just going to happen with this, and you'll win the game most of the time when that happens.
This gives you an imposing flyer that lets you cast at least one spell from your graveyard, and I think you'll usually get to fire off at least two.
The third mode is great as a removal spell, and you'd play that card on it's own -- so being able to cash it in for another card and gain some life or save a creature from removal is awesome upside.
This is just a very good rate for everything you get out of it, especially when you consider +1/+1 counter and life gain synergy.
This is a good removal spell. Most of the time bringing something small back won't matter, but it will if it has an enters trigger or if you use this during your opponent's end step, in which case you get to untap and attack with the thing once.
This'll enter and kill something, before then offering a solid boost to your creatures, especially the ones with counters.
This seems a bit expensive for what it is. Hill Giant stats are just bad, and while being able to ping is important, I'm not sure that or it's noncombat trigger makes it into a super important card in most decks.
This gives you a passable body and being able to make Heartwood tokens whenever you have the time and mana is nice upside.
A two mana 2/2 isn't what it used to be, but this does come with a couple useful additional effects.
That first trigger will often have a Jace to kill, and there are some other juicier targets in the set too. Still, most of the time this is a 6-mana 4/4 flyer that gains you 4 life when it enters, and that doesn't seem great.
Copying prepared spells is pretty serious business, but it won't always line up, and the activated ability isn't going to be online very often.
This is mostly a 7-mana sweeper that lets you loot. You don't typically want to run it out on turn two because letting your opponent know it's coming takes away a lot of the power.
This does kind of do little stuff for several different decks -- it surveils for UW, it loads the graveyard for several Black decks, does direct damage for BR, and gains life for GW, but it's just such an underwhelming card on the whole that I don't think you really want to run it. It won't give you a full card of value very often.
The stats are bad, but the enters trigger ensures you get a little something out of it.
This is a really expensive removal spell that can also be a really mediocre creature. I'm not really in the market for either of those.
This can make big ground creatures into serious threats while also helping with lifegain synergy.
Most 3-mana mana rocks are duds in Limited. Not adding to the board is rough.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These are great at fixing your mana and they enter untapped for most of the game.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
This hurts your mana base a little bit, but this ability is often very useful in the late game, effectively making it into a very good creature land.
These are great at fixing your mana and they enter untapped for most of the game.
This hurts your mana and doesn't do enough to make up for it. It only interacts with prepare creatures, and even then it's a pretty clunky way to reprepare them.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These are great at fixing your mana and they enter untapped for most of the game.
These are great at fixing your mana and they enter untapped for most of the game.
This is mostly just a bad Forest most of the time. Getting to five+ forests is a challenge in limited, and +3/+3 isn't always relevant anyway.
This fixes your mana reasonably well while also having some additional late-game utility.
These are great at fixing your mana and they enter untapped for most of the game.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
This looks like a nice utility land, as Empowering Jace in the late game can definitely help you get ahead.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
These offer good fixing, and by the mid-game it's reasonably likely they enter untapped too.
He's pretty bad unless you're in the GW color pair and have tons of ways to gain life. He doesn't actually add to the board until he gets to 4 loyalty, and even then you just get Ajani's Pridemate + a couple of extra life, so you need 5 loyalty for him to really be something impressive, and that's tough when he doesnt' add to the board.
The stat-line is rough, but at least first strike makes her stand up to SOME creatures with a comparable mana value. If you can draw one card off of her, you'll feel pretty good about things.
This set doesn't really have a high toughness theme for Ghalta the Immovable to reap the rewards of.
The discard mode is a solid removal spell, and where this card gets almost all of it's value. Occasionally it'll be better to buff tokens, but you're almost never producing mana for planeswalkers with this.
Repeatable life gain is great for GW, and the +1/+1 counters are powerful on their own.
She does a lot for one mana. She'll gain you lots of life over the course of the game, and she can even protect your creatures. If you play a bomb while you have her in play, your opponent is going to be in trouble.
She has a great baseline and growing her will doable in all White decks, but especially GW. The set doesn't have many angels though, unfortunately.
Returning your own permanents has a few interesting uses for sure, but it's already very situational and they made this even more so by only working on your turn. And it's attached to a very mediocre 1/3 flyer for 3 mana.
In most formats you'd be hard-pressed to get that first thopter the turn she comes down and that would be a problem since you spent so much mana, but Empower Jace makes it far more doable, making her significantly better.
This can put the counter on itself, so it's floor is a two mana 2/2 with flash -- and when you can use him to save a creature from removal or give Jace enough loyalty to draw you a card, he's going to feel great.
This tax is not symmetrical, and that's amazing. It means killing her will almost always be a pain, and she has a significant life link body.
A two mana 2/1 with flying is a card you always play, and once it can no longer attack, it can send your bigger +1/+1 counter creatures to the air instead.
This is probably the best of the "Way" cycle. It adds to the board right away, and can most likely do it again on the next turn thanks to the other Cadet.
This doesn't add to the board at all and getting a loyalty for lifegain doesn't do enough to offset spending 3 mana on this.
A counter-augmenting ability plays well in this format, but a 3-mana 2/2 doesn't.
Her "during combat" ability is completely symmetrical, and that means shutting off your own combat tricks and interaction. I don't love that, or the stat-line. The "attacks alone" trigger is where most of the value is here, but every time we've seen that kind of mechanic it's been pretty awkward.
This stat-line is certainly suspect, but I'm willing to take the risk on a card that can loot for free at least once every turn cycle.
While she doesn't have a great way to protect herself, her -X is pseudo-removal, and her first +1 will often draw a card. Her other two abilities aren't useful as consistently, but they're nice to have.
While this is passable in any Blue deck, it's going to be at it's best in UB decks which can definitely go hard on turbo mill in this format. I expect to see people win with this alternate win conditions sometimes, that's how easy it is to mill yourself in this format.
She's fragile to be sure, but discounting all noncreature spells you cast is not something we usually see. Typically it's restricted to instants and sorceries.
She has a much larger body than other recent stun creatures, who have underperformed. She can hit hard and trade with lots of stuff, and every now and then her untap ability will matter too.
The -3 kind of protects him, but it's also a -3, so it's not like it's a great deal. his +1 gets a little interesting, and that's where most of the value will be here, but I think this'll often just give you 3 or 4 loyalty counters for 5 mana, and then absorb some damage, and I don't love that. The alternate win condition is almost never hapening.
This has good base stats and a built-in way to not only draw you extra cards -- which is itself great -- but that also means she can help you crank out more Angels.
The stat-line is underwhelming and I don't think you'll often want to spend 2 generic for this when you surveil, since it's likely you have other stuff to do with your mana. In the late game he gets a little more interesting, though.
It's nice that he draws you a card when he dies, because losing your 6 drop to cheap removal is brutal. But...the tempo is still pretty bad here, and he doesn't do anything else to the board. He's a solid top-curve in spell decks for sure, but I feel like maybe you just want cheaper spell payoffs than this.
Split Second doesn't matter like...90% of the time, maybe more. So a lot of the time this'll be a two mana 2/1. However, when split second does matter, it feels pretty great.
The base line is a two mana 1/3 that is unblockable, and you're gonna have a few other creatures win your deck who can benefit.
Paying 4 for this is pretty mediocre, but paying 2 is amazing -- and very doable.
This is clunky and doesn't add to the board, and for it to really feel good I think you'll need to copy a spell with it immediately, and that's not always easy to do after you spend 3 mana. If you can get there, it'll make up for not adding to the board by doubling a removal something or something similar.
This will draw you two cards right away, but a 5-mana draw 2 isn't exactly good. That said...if you can use it to draw two cards again on the next turn, it'll feel like it was worth it. But not adding anything to the board at 5 mana is a big cost.
I don't think any deck is going to consistently be in the market for a super defensive vanilla creature.
This gives you a lot for one mana, especially in a format that has payoffs for surveil and other graveyard nonsense.
She has a rough baseline, but First Strike makes her at least somewhat relevant in combat and getting even one counter on her will make it worth your while.
A two mana 2/1 with Menace is already playable, and this one can come back from the graveyard for a full-blown 2-for-1.
He has access to all three abilities immediately, and they're all good. His -2 is probably the strongest, as an asymmetrical edict that leaves you with a big body is awesome, but his +2 is good when you need to kill something or protect Garruk, and his -3 is good when you're worried about your opponent's hand.
A 3-mana 3/3 with this Ward is already a card I'd always play, and Gideon is going to dish out some serious noncombat damage too.
She helps you set up graveyard nonsense, and she comes with some nonsense of her own. Her Exhaust ability will likely never feel efficient, but it is just a card of value stapled on to her.
The baseline is a 3-mana 2/4, which isn't great -- but Threshold makes him a lot scarier as an attacker and a good free way to sacrifice stuff.
A one mana 1/1 with death touch is always solid, and she comes with the added bonus of sometimes killing Jace tokens or wiping away a creature's +1/+1 counters.
She's clunky to be sure as a 5-mana 4/4, but her trigger is pretty strong. It's nice she can help get other noncombat damage payoffs online while also being one herself.
If you have him in your opening hand there's a good chance you'll just use the removal mode, but that's fine because it's super efficient. Later in the game when you can cast him, he's big enough to always be relevant.
Flashing this in to make a creature take down whatever it's in combat with sounds pretty good, even if your creature dies you still have a 3/1 around.
Even without the ping he would be great since he sets up a good 2-for-1, but he's going to ping at least once, and it's not crazy to see him doing it another time or two.
This Way augments your board which I think is quite important, but it can be pretty awkward if you don't have good sacrifice fodder.
This doesn't do a whole lot on it's own, and it never adds to the board. Sometimes it'll let you build up a bunch of loyalty, though.
Sacrificing a Jace with this gives you a nice way to break the symmetry, and this sytle of card is good even when it is fairly symmetrical. You're also likely to have more other sacrifice fodder than your opponents, and getting his power to the point where he's a real threat seems quite doable.
This is a big vanilla creature that isn't even that good at attacking or blocking because the toughness is so low.
Proably the biggest bomb in the set, Ajani can make tokens no matter what loyalty ability he uses, and they're all great and synergize with his token generation. Even using a Jace's loyalty ability will give you a token!
It's temping to imagine when things go right with this card, but he's also going to be a 1/5 a big percentage of the time
If she comes down and removes something, that often clears the board for her to stick around and keep generating value with her other abilities.
This doesn't feel too bad on turn two, and later in the game it can buff creatures and give them haste.
A 5-mana 4/4 isn't usually where I want to be, but the attack trigger can get going the turn he comes down, and it's pretty good. Although like always, attacking alone isn't always optimal.
6 mana for a 5/5 flyer and a 2/2 is an amazing rate, and in this case removing the token doesn't remove threat, since Kiora can spit out more tokens later in the game. Heartwood tokens make this more accessible than usual.
A 3-mana 3/2 always makes me skeptical, but this landfall trigger can generate some nice value.
This is a nice aggressive creature for turn one, and it's sacrifice ability keeps it relevant all game.
This is a great rate on the face of it, and the activated ability can certainly come up, especially in Red/Green.
The floor is a two mana 2/2 Haste, and making all your later creatures better to is big upside.
This thing attacking is going to be terrifying when your opponent has cards in hand and mana available, since you have no clue just how hard this thing is going to hit. You can chump block it at least, but it still does some damage to you when you do.
A two mana 1/2 with Prowess can win combat against most creatures of a comparable mana value as long as it gets a Prowess trigger, and there's enough non-combat damage stuff in this format for this effect to come up.
This is the only "Way" that can raise Jace's loyalty. It's super cheap and can potentially ramp your mana early in the game too, but I don't love that it doesn't add to the board, and it doesn't seem especially good late.
This is basically a three mana spell do 2 to a creature and 2 to a player with a whole bunch of upside, and I'm on board with that.
Even with Convoke this seems awfully clunky for a 3/3, even with a nice noncreature spell payoff.
It seems doable to flash this in and kill something, which starts you off on the right foot -- especially since it can grow from there.
You don't need to go hard on Domain to make this good -- it's typically a 3-mana 2/2 that can draw you a card -- a land -- or a 4-mana 2/2 that draws you two cards. Both of those are solid, all the more so if you need fixing.
The floor here is a 5-mana 4/4 trampler that draws me a card -- that's excellent, and Garruk can go so much harder. If your board is already good, his -4 might just win you the game the turn he comes down.
It's nce to have a huge tramply lord, it's not nice to spend a bunch of mana on it. You'll be able to run it out on turn 6 reasonably often, but getting it earlier will be tough.
I'm very happy with a 4-mana 2/2 that makes a 3/3, and the token untapping effect works nicely with the many tokens in the format (including Mowu).
I love the mana potential here, but the stat-line is concerning.
This is a nice aggressive two drop that can very much get value back from the graveyard, especially in Black-Green.
This is a bad stat-line, but the enters trigger is useful when you have some Enchantment-based removal or Way Enchantments. I'm a little skeptical you can line that up consistently enough for this to make the cut regularly.
The hexproof makes sure that Ruric Thar can put his huge body to use at least once, and that's enough to justify the cost here -- especially since if he isn't dealt with he'll keep smashing in with evasive damage.
This has a really high ceiling because he grows so fast, but his 4-mana 4/3 body is going to get him in trouble before he can grow a little too often.
This is cheap enough that the fact it doesn't add to the board is a little more acceptable -- especially because it gives such a good buff to loyalty abilities.
This gives you a great body up front that can protect your planeswalker, and then you still have a little value left over even without the help of other Empower Jace.
You'll often have a creature on board that can fight pretty well, making this feel like a two mana 1/1 with a removal spell attached. The activated ability isn't great, but it's something to spend your mana on in the late game.
This is nice body for the cost, and he's going to give you lots of incidental life gain to go with it. His sacrifice ability won't always be worth using, but there's fodder in this format (including low-loyalty Jace tokens) that can help grow Edgar and make him more of a threat in combat.
This is just going to kill something every time it comes down, and this color pair won't have a hard time milling a card with a significant mana value.
This just isn't a 5-color format, so getting Karn going is tough. The best way to do it is with Heartwood tokens to help you ramp, and they happen to be both Red and Green artifacts, but you're still gonna have to pay 8 for a 5/5 that draws you two cards, and that doesn't sound very good.
This has two great effects to augment your Jace, whether it's him making you have an unblockable pseudo-vigilance attacker every turn, or Kiora helping you power a huge hexproof sea monster.
She augments all of your creatures when they come down, and the +1/+1 counter theme in Red/White can get extra mileage out of that.
This is a great noncreature spell payoff, one that can just win you the game on it's own. She's a bit clunky as a 4-mana 2/4, but if you untap you can go crazy.
She's mostly just a 3-mana 2/4 in Limited, and there's no reason to run one of those, especially when it's hard to cast.
She is undoubtedly powerful, but I'm skeptical that she'll be easy enough to splash to get her down early, which is what you want to do with her to get the most out of her noncreature spell trigger.
You should almost always just wait until you have six lands to cast her, as her 4/4 deathtouch body will still play really well and she'll outright blow up a permanent. Your opponent gets a treasure back, but that's fine.
This is symmetrical, and it's tough to draft a deck or open a sealed pool where you can make it so that this doesn't mess up your deck.
A 4-mana 5/4 trampler with no downside is merely solid these days, and this comes with a very real downside. Now, it isn't all downside -- if you can consistently cast artifacts or creatures it kind of gains Vigilance, but I'm still skeptical about this working out often enough.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-mythic||Legendary Creature — Eldrazi
|
2 | 4.9 | 1.33 | 3 | 1.33 | 5 |
|
ss-common text-light|White|Instant
|
2.5 | 2.9 | 7.00 | 3 | 8.50 | 28 |
|
ss-common text-light||Creature — Angel Cleric
|
3 | 2.9 | 6.94 | 18 | 6.25 | 150 |
|
ss-common text-light|White|Creature — Human Advisor
|
2.5 | 2.4 | 8.25 | 4 | 7.75 | 36 |
|
ss-mythic|White|Creature — Kor Cleric
|
3 | 3.6 | 5.00 | 1 | 3.00 | 4 |
|
ss-common text-light|White|Creature — Rhino Cleric
|
2.5 | 1.8 | 10.00 | 1 | 7.82 | 44 |
|
ss-rare|White|Creature — Dog
|
1 | -0 | 15.00 | 0 | 3.33 | 4 |
|
ss-uncommon|White|Sorcery
|
2 | 3.6 | 5.00 | 1 | 5.83 | 12 |
|
ss-rare|White|Instant
|
1.0 // 3.5 | 1.4 | 11.00 | 1 | 8.50 | 4 |
|
ss-common text-light|White|Creature — Human Cleric
|
2 | 2.7 | 7.50 | 2 | 8.67 | 27 |
|
ss-rare|White|Creature — Hydra Horror
|
4.5 | 4.8 | 1.50 | 4 | 1.67 | 4 |
|
ss-common text-light|White|Sorcery
|
3 | 3.1 | 6.27 | 11 | 8.00 | 42 |
|
ss-rare|White|Sorcery
|
5 | 3.2 | 6.00 | 1 | 4.50 | 2 |
|
ss-rare|White|Instant
|
0 | -0 | 15.00 | 0 | 7.33 | 4 |
|
ss-common text-light|White|Enchantment
|
3 | 3.8 | 4.42 | 12 | 4.23 | 77 |
|
ss-common text-light|White|Sorcery
|
1.5 | -0 | 15.00 | 0 | 9.10 | 24 |
|
ss-uncommon|White|Instant
|
3.5 | 4.6 | 2.00 | 2 | 4.38 | 11 |
|
ss-uncommon|White|Sorcery
|
0.5 | 1.7 | 10.10 | 10 | 7.95 | 102 |
|
ss-rare|White|Creature — Human Soldier
|
3.5 | 3.2 | 6.00 | 1 | 4.00 | 2 |
|
ss-mythic|White|Sorcery
|
1 | -0 | 15.00 | 0 | 2.83 | 6 |
|
ss-common text-light|White|Creature — Pegasus
|
2.5 | 1.9 | 9.67 | 3 | 8.27 | 33 |
|
ss-common text-light|White|Sorcery
|
3 | 2.7 | 7.50 | 4 | 6.00 | 26 |
|
ss-common text-light|White|Creature — Human Cleric
|
2.5 | 1.7 | 10.33 | 3 | 5.90 | 22 |
|
ss-uncommon|White|Instant
|
3.5 | 3.8 | 4.50 | 2 | 4.25 | 4 |
|
ss-uncommon|Blue|Instant
|
3 | 3 | 6.60 | 20 | 5.02 | 74 |
|
ss-rare|Blue|Sorcery
|
1.0 // 3.0 | -0 | 15.00 | 0 | 7.80 | 7 |
|
ss-common text-light|Blue|Creature — Human Wizard
|
2 | 2.7 | 7.43 | 7 | 8.36 | 40 |
|
ss-rare||Creature — Dwarf Wizard
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|Blue|Creature — Merfolk Wizard
|
1.5 | 1 | 12.33 | 3 | 8.70 | 31 |
|
ss-common text-light|Blue|Instant
|
2.5 | 3.8 | 4.50 | 2 | 7.67 | 29 |
|
ss-common text-light|Blue|Enchantment — Aura
|
3 | 2.9 | 7.00 | 2 | 4.73 | 23 |
|
ss-rare|Blue|Instant
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Blue|Creature — Homunculus
|
4 | 3.7 | 4.72 | 32 | 4.58 | 101 |
|
ss-uncommon|Blue|Instant
|
2.5 | 2 | 9.33 | 9 | 6.74 | 86 |
|
ss-uncommon|Blue|Enchantment
|
3.5 | 4.3 | 3.00 | 3 | 3.17 | 8 |
|
ss-uncommon|Blue|Instant
|
0.5 | 0.9 | 12.50 | 8 | 9.17 | 127 |
|
ss-common text-light|Blue|Sorcery
|
2.5 | 2.3 | 8.50 | 2 | 7.83 | 33 |
|
ss-mythic|Blue|Creature — Human Wizard
|
4 | 4.8 | 1.67 | 6 | 1.67 | 6 |
|
ss-common text-light||Creature — Human Wizard
|
3 | 2 | 9.40 | 5 | 8.67 | 42 |
|
ss-rare|Blue|Creature — Sphinx Illusion
|
5 | 5 | 1.00 | 1 | 2.50 | 4 |
|
ss-common text-light|Blue|Instant
|
1.5 | 0.9 | 12.50 | 2 | 10.27 | 40 |
|
ss-common text-light|Blue|Creature — Bird Illusion
|
3 | 2.7 | 7.56 | 9 | 7.91 | 32 |
|
ss-mythic|Blue|Legendary Planeswalker — Jace
|
5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-rare|Blue|Creature — Illusion
|
3 | 5 | 1.00 | 1 | 0.00 | 1 |
|
ss-common text-light|Blue|Creature — Serpent
|
2 | 2 | 9.50 | 6 | 8.40 | 32 |
|
ss-common text-light|Blue|Instant
|
2.5 | 3.6 | 4.86 | 7 | 6.33 | 30 |
|
ss-rare||Creature — Human Wizard
|
3.5 | 5 | 1.00 | 1 | 5.33 | 4 |
|
ss-common text-light|Black|Creature — Wolf
|
2.5 | 2.6 | 7.67 | 3 | 6.67 | 31 |
|
ss-mythic||Creature — Vampire Warlock
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Black|Instant
|
3.5 | 4.3 | 3.00 | 2 | 3.50 | 9 |
|
ss-common text-light|Black|Sorcery
|
2 | 1.5 | 10.67 | 3 | 8.55 | 37 |
|
ss-rare|Black|Creature — Human Warlock
|
3.5 | 2.5 | 8.00 | 3 | 6.00 | 10 |
|
ss-mythic|Black|Creature — Phoenix
|
2.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|Black|Instant
|
3 | 3.3 | 5.75 | 4 | 7.67 | 28 |
|
ss-rare|Black|Sorcery
|
1.5 | -0 | 15.00 | 0 | 4.75 | 5 |
|
ss-common text-light|Black|Instant
|
3.5 | 3.4 | 5.44 | 25 | 4.87 | 110 |
|
ss-rare|Black|Artifact — Equipment
|
4.5 | -0 | 15.00 | 0 | 2.50 | 3 |
|
ss-uncommon|Black|Instant
|
4 | 3.8 | 4.33 | 3 | 5.67 | 9 |
|
ss-mythic|Black|Sorcery
|
5 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-common text-light|Black|Creature — Horror
|
1.5 | 1.2 | 11.67 | 3 | 9.00 | 40 |
|
ss-common text-light|Black|Creature — Zombie Rat
|
3 | 2.1 | 9.00 | 4 | 7.64 | 25 |
|
ss-uncommon|Black|Sorcery
|
2 | 2.5 | 7.89 | 9 | 6.05 | 72 |
|
ss-rare|Black|Instant
|
3.5 | 4.8 | 1.67 | 3 | 1.00 | 4 |
|
ss-rare|Black|Creature — Horror
|
4.5 | 4.6 | 2.00 | 1 | 0.00 | 1 |
|
ss-common text-light|Black|Creature — Siren Bard
|
2.5 | 2.5 | 8.00 | 2 | 7.45 | 31 |
|
ss-common text-light|Black|Sorcery
|
3 | 1.9 | 9.67 | 3 | 7.20 | 26 |
|
ss-common text-light|Black|Sorcery
|
1.5 | 1.9 | 9.67 | 3 | 8.42 | 38 |
|
ss-uncommon|Black|Instant
|
1.5 | 2 | 9.50 | 2 | 8.00 | 25 |
|
ss-common text-light|Black|Creature — Vampire Warlock
|
1.5 | 0.7 | 13.00 | 1 | 8.50 | 39 |
|
ss-common text-light||Creature — Aetherborn Warlock
|
3 | 0.6 | 13.33 | 3 | 10.73 | 46 |
|
ss-rare|Black|Sorcery
|
4 | 2.9 | 7.00 | 1 | 2.00 | 2 |
|
ss-rare|Red|Enchantment
|
4 | 5 | 1.00 | 2 | 1.50 | 6 |
|
ss-common text-light|Red|Sorcery
|
2 | 1.7 | 10.33 | 6 | 9.00 | 36 |
|
ss-common text-light|Red|Sorcery
|
2.5 | 3.3 | 5.71 | 7 | 5.25 | 30 |
|
ss-common text-light|Red|Instant
|
2 | 1.8 | 10.00 | 5 | 9.83 | 47 |
|
ss-common text-light|Red|Creature — Gremlin Elemental
|
1.5 | 1.5 | 10.78 | 9 | 9.09 | 40 |
|
ss-uncommon|Red|Sorcery
|
1.5 // 3.5 | 3.3 | 5.67 | 3 | 6.83 | 9 |
|
ss-mythic|Red|Artifact Creature — Beast Construct
|
3 | 4.3 | 3.00 | 2 | 2.25 | 6 |
|
ss-rare|Red|Creature — Demon
|
3.5 | 4.5 | 2.40 | 5 | 2.14 | 7 |
|
ss-rare|Red|Creature — Dragon
|
3 // 5.0 | -0 | 15.00 | 0 | 0.00 | 1 |
|
ss-common text-light|Red|Creature — Human Bard
|
1.5 | 1.7 | 10.20 | 5 | 10.40 | 43 |
|
ss-uncommon|Red|Instant
|
0.5 | 1.5 | 10.83 | 12 | 9.00 | 101 |
|
ss-rare|Red|Sorcery
|
5 | 3.6 | 5.00 | 2 | 4.25 | 4 |
|
ss-uncommon|Red|Instant
|
4 | 4.6 | 2.00 | 1 | 2.50 | 3 |
|
ss-common text-light||Creature — Elemental Sorcerer
|
2.5 | 1.5 | 10.75 | 4 | 9.60 | 39 |
|
ss-common text-light|Red|Creature — Elf Sorcerer
|
3.5 | 2.6 | 7.67 | 3 | 6.78 | 28 |
|
ss-rare|Red|Enchantment
|
0 | -0 | 15.00 | 0 | 5.83 | 9 |
|
ss-rare|Red|Creature — Lizard Bard
|
3.5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-common text-light|Red|Sorcery
|
3 | 4.2 | 3.30 | 20 | 3.75 | 87 |
|
ss-rare||Creature — Goblin Sorcerer
|
3 | 5 | 1.00 | 1 | 2.75 | 4 |
|
ss-rare||Creature — Elemental Sorcerer
|
3.5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-common text-light|Red|Creature — Human Warrior
|
2.5 | 2.4 | 8.14 | 7 | 7.70 | 30 |
|
ss-mythic|Red|Creature — Human Wizard
|
4.5 | 4.6 | 2.00 | 2 | 2.00 | 2 |
|
ss-common text-light|Red|Creature — Minotaur Artificer
|
2.5 | 1.4 | 11.00 | 5 | 9.88 | 37 |
|
ss-uncommon|Red|Instant
|
4 | 3.4 | 5.50 | 2 | 4.67 | 5 |
|
ss-common text-light|Red|Instant
|
3 | 3.3 | 5.73 | 26 | 5.25 | 128 |
|
ss-common text-light|Green|Creature — Snake
|
2.5 | 3.1 | 6.33 | 3 | 4.00 | 26 |
|
ss-common text-light|Green|Sorcery
|
3 | 2.3 | 8.50 | 2 | 5.10 | 26 |
|
ss-common text-light|Green|Creature — Dryad Scout
|
2.5 | 3.6 | 5.00 | 1 | 8.36 | 36 |
|
ss-rare||Creature — Elf Warlock
|
3.5 | 4.8 | 1.50 | 2 | 2.00 | 4 |
|
ss-common text-light|Green|Instant
|
3 | 3.3 | 5.76 | 29 | 6.38 | 132 |
|
ss-uncommon|Green|Instant
|
0.5 | 1.2 | 11.71 | 7 | 8.50 | 98 |
|
ss-rare|Green|Enchantment
|
0 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-common text-light|Green|Creature — Cat Druid
|
3 | 2.1 | 9.00 | 2 | 7.56 | 22 |
|
ss-uncommon||Creature — Elf Artificer
|
3.5 | 4.8 | 1.50 | 4 | 3.86 | 10 |
|
ss-mythic|Green|Creature — Chimera Horror
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-rare|Green|Artifact Creature — Beast Construct
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon|Green|Artifact — Equipment
|
1.5 | 3.2 | 6.00 | 1 | 7.44 | 27 |
|
ss-common text-light|Green|Creature — Elf Warrior
|
1.5 | -0 | 15.00 | 0 | 6.12 | 24 |
|
ss-mythic|Green|Enchantment
|
0 | -0 | 15.00 | 0 | 5.00 | 4 |
|
ss-rare|Green|Enchantment — Aura
|
1.0 // 3.0 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-uncommon|Green|Instant
|
2.5 | 1.7 | 10.22 | 9 | 7.31 | 72 |
|
ss-rare|Green|Creature — Elf Druid
|
4.5 | 3.9 | 4.00 | 1 | 4.00 | 1 |
|
ss-common text-light|Green|Instant
|
2.5 | 3.1 | 6.25 | 4 | 7.36 | 33 |
|
ss-common text-light|Green|Creature — Human Archer
|
2.5 | 1.6 | 10.40 | 5 | 8.73 | 43 |
|
ss-mythic|Green|Creature — Lhurgoyf
|
2.5 | 4.6 | 2.00 | 1 | 1.50 | 2 |
|
ss-common text-light|Green|Instant
|
2.5 | 1.4 | 11.00 | 2 | 9.64 | 34 |
|
ss-rare|Green|Creature — Plant Kraken
|
5 | 4.9 | 1.40 | 5 | 1.33 | 6 |
|
ss-common text-light|Green|Creature — Rhino Soldier
|
2 | 2 | 9.50 | 4 | 7.33 | 22 |
|
ss-common text-light|Green|Artifact Creature — Lizard Construct
|
2.5 | 1.5 | 10.75 | 4 | 9.00 | 34 |
|
ss-mythic|Red|Green|Legendary Creature — Elder Sphinx
|
5 | 4.6 | 2.25 | 8 | 2.00 | 10 |
|
ss-mythic|Blue|Green|Creature — Avatar
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|White|Black|Creature — Zombie Cleric
|
2 | 2.2 | 8.80 | 5 | 7.73 | 35 |
|
ss-uncommon|White|Green|Creature — Plant Elemental
|
3.5 | 3.4 | 5.50 | 2 | 4.33 | 7 |
|
ss-common text-light|White|Red|Instant
|
2 | 2.4 | 8.25 | 4 | 8.00 | 29 |
|
ss-uncommon|Blue|Red|Instant
|
4 | 2.7 | 7.57 | 7 | 5.32 | 67 |
|
ss-uncommon|Red|Green|Artifact Creature — Boar Construct
|
4.5 | 4.5 | 2.50 | 2 | 4.00 | 6 |
|
ss-mythic|White|Blue|Legendary Creature — Elder Sphinx
|
5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-uncommon|White|Blue|Creature — Kor Scout
|
3 | -0 | 15.00 | 0 | 4.67 | 11 |
|
ss-common text-light||Creature — Dryad Cleric
|
3 | 2.6 | 7.60 | 15 | 6.40 | 119 |
|
ss-rare|Blue|Green|Sorcery
|
0 | 1.4 | 11.00 | 2 | 8.33 | 7 |
|
ss-uncommon|White|Blue|Instant
|
3.5 | 3.1 | 6.27 | 15 | 5.37 | 62 |
|
ss-common text-light||Creature — Bird Wizard
|
2.5 | 2.6 | 7.75 | 4 | 7.00 | 27 |
|
ss-common text-light|Black|Green|Enchantment — Aura
|
2 | 1.9 | 9.71 | 14 | 7.21 | 162 |
|
ss-rare|Blue|Red|Creature — Elemental
|
2.5 | -0 | 15.00 | 0 | 4.67 | 3 |
|
ss-uncommon|Black|Red|Creature — Zombie Bard
|
3 | -0 | 15.00 | 0 | 5.00 | 8 |
|
ss-mythic|Black|Red|Legendary Creature — Elder Sphinx
|
4.5 | -0 | 15.00 | 0 | 1.33 | 3 |
|
ss-uncommon|Red|Green|Instant
|
2.5 | 2.7 | 7.40 | 5 | 5.63 | 75 |
|
ss-common text-light||Creature — Human Artificer
|
2.5 | 3.5 | 5.25 | 4 | 5.73 | 26 |
|
ss-mythic|White|Green|Legendary Creature — Elder Sphinx
|
5 | 5 | 1.00 | 2 | 1.00 | 3 |
|
ss-uncommon|Blue|Green|Creature — Bird Fish Illusion
|
3.5 | 2.4 | 8.33 | 9 | 6.22 | 72 |
|
ss-rare|Blue|Black|Creature — Human Warlock
|
5 | 3.9 | 4.00 | 1 | 2.50 | 2 |
|
ss-uncommon||Creature — Octopus Wizard
|
3 | 2.8 | 7.17 | 12 | 6.27 | 75 |
|
ss-uncommon|Black|Green|Creature — Wolf
|
3.5 | 2.6 | 7.62 | 13 | 6.84 | 79 |
|
ss-rare|White|Blue|Creature — Human Cleric
|
4 | 4.6 | 2.00 | 9 | 3.07 | 16 |
|
ss-uncommon||Creature — Dwarf Wizard
|
-0 | 15.00 | 0 | 4.20 | 9 | |
|
ss-uncommon|Blue|Black|Sorcery
|
3 | 2.9 | 6.86 | 14 | 6.57 | 80 |
|
ss-rare|White|Green|Creature — Cat Soldier
|
3 | -0 | 15.00 | 0 | 3.25 | 5 |
|
ss-rare|White|Red|Artifact
|
3 | -0 | 15.00 | 0 | 6.67 | 5 |
|
ss-uncommon|Black|Red|Instant
|
4 | 3.2 | 6.08 | 12 | 5.56 | 67 |
|
ss-uncommon||Creature — Goblin Sorcerer
|
3.5 | 3 | 6.47 | 15 | 4.86 | 64 |
|
ss-rare|Black|Red|Sorcery
|
2.5 | 2.5 | 8.00 | 1 | 4.17 | 6 |
|
ss-common text-light|Blue|Green|Sorcery
|
2.5 | 2.3 | 8.50 | 2 | 7.17 | 25 |
|
ss-rare|Red|Green|Creature — Human Artificer
|
4 | 4.6 | 2.00 | 1 | 3.50 | 2 |
|
ss-uncommon|Blue|Black|Instant
|
3 | 2.7 | 7.55 | 11 | 6.37 | 66 |
|
ss-common text-light||Creature — Shade Wizard
|
2.5 | 1.7 | 10.20 | 5 | 9.00 | 46 |
|
ss-common text-light|Blue|Red|Instant
|
2.5 | 3 | 6.67 | 6 | 6.30 | 22 |
|
ss-uncommon|White|Black|Sorcery
|
4 | 1.9 | 9.67 | 3 | 7.50 | 13 |
|
ss-mythic|Blue|Black|Legendary Creature — Elder Sphinx
|
5 | 4.5 | 2.33 | 3 | 2.00 | 4 |
|
ss-uncommon|White|Green|Instant
|
3.5 | 3.2 | 6.00 | 2 | 5.38 | 12 |
|
ss-uncommon||Creature — Troll Druid
|
4 | 3.8 | 4.50 | 2 | 3.57 | 8 |
|
ss-rare|White|Black|Instant
|
3.5 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-uncommon|White|Red|Artifact — Equipment
|
3.5 | 3.1 | 6.22 | 9 | 4.94 | 66 |
|
ss-common text-light||Creature — Vampire Sorcerer
|
2 | 1.7 | 10.33 | 6 | 9.67 | 38 |
|
ss-uncommon||Creature — Cat Druid
|
3 | 3.9 | 4.00 | 1 | 4.20 | 9 |
|
ss-common text-light||Artifact Creature — Gargoyle
|
2 | 0.8 | 12.75 | 4 | 9.67 | 52 |
|
ss-uncommon||Artifact Creature — Sphinx
|
2 | 2 | 9.29 | 7 | 6.27 | 63 |
|
ss-rare||Legendary Artifact Creature — Book Construct
|
3 | 2.1 | 9.00 | 1 | 6.40 | 7 |
|
ss-mythic||Legendary Artifact
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon||Artifact
|
1.5 | 2.1 | 9.00 | 7 | 5.88 | 68 |
|
ss-common text-light||Artifact Creature — Chimera
|
2 | 1.9 | 9.60 | 5 | 7.82 | 34 |
|
ss-common text-light||Artifact Creature — Book Illusion
|
1 | 0.7 | 13.00 | 2 | 9.55 | 33 |
|
ss-common text-light||Artifact — Equipment
|
2 | 0.9 | 12.40 | 5 | 9.60 | 36 |
|
ss-common text-light||Artifact — Book
|
1.5 | 1.5 | 10.75 | 4 | 7.67 | 31 |
|
ss-common text-light||Land
|
3 | 2.1 | 9.25 | 4 | 8.09 | 23 |
|
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 4.00 | 3 |
|
ss-common text-light||Land
|
3 | 1.4 | 11.00 | 3 | 8.64 | 21 |
|
ss-common text-light||Land
|
3 | 2 | 9.50 | 2 | 9.25 | 23 |
|
ss-rare||Land
|
3 | 3.7 | 4.57 | 7 | 4.06 | 21 |
|
ss-rare||Land
|
3 | 2.9 | 7.00 | 1 | 3.50 | 9 |
|
ss-uncommon||Land
|
1 | 1.7 | 10.27 | 11 | 7.74 | 85 |
|
ss-common text-light||Land
|
3 | 1.9 | 9.64 | 11 | 7.80 | 113 |
|
ss-common text-light||Land
|
3 | 2.4 | 8.35 | 20 | 7.33 | 104 |
|
ss-common text-light||Land
|
3 | 1.3 | 11.29 | 7 | 8.07 | 123 |
|
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 6.67 | 4 |
|
ss-rare||Land
|
3 | 4.3 | 3.00 | 1 | 2.60 | 5 |
|
ss-rare||Land
|
1 | -0 | 15.00 | 0 | 7.00 | 3 |
|
ss-common text-light||Land
|
2.5 | 2 | 9.50 | 4 | 6.09 | 30 |
|
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 6.00 | 2 |
|
ss-common text-light||Land
|
3 | 2.4 | 8.29 | 14 | 7.61 | 115 |
|
ss-rare||Land — Island
|
3 | 4.3 | 3.00 | 1 | 2.67 | 3 |
|
ss-common text-light||Land
|
3 | 2.7 | 7.50 | 2 | 7.45 | 23 |
|
ss-common text-light||Land
|
3 | 1.8 | 10.00 | 14 | 7.57 | 121 |
|
ss-common text-light||Land
|
3 | 2.9 | 7.00 | 3 | 6.64 | 99 |
|
ss-mythic|White|Legendary Planeswalker — Ajani
|
0 // 2.5 | -0 | 15.00 | 0 | 2.75 | 4 |
|
ss-uncommon|White|Legendary Creature — Human Knight
|
2.5 | 3 | 6.73 | 11 | 6.63 | 66 |
|
ss-uncommon|White|Legendary Creature — Elder Dinosaur
|
1.5 | 2 | 9.43 | 7 | 7.38 | 94 |
|
ss-rare|White|Legendary Artifact
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-uncommon|White|Legendary Creature — Human Citizen
|
3 | 4.6 | 2.00 | 1 | 4.67 | 7 |
|
ss-rare|White|Legendary Creature — Human Cleric
|
4 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-rare|White|Legendary Creature — Angel Knight
|
4 | 4.3 | 3.00 | 2 | 3.00 | 2 |
|
ss-uncommon|White|Legendary Creature — Human Cleric
|
1.5 | -0 | 15.00 | 0 | 4.80 | 7 |
|
ss-uncommon|White|Legendary Creature — Human Advisor
|
3.5 | 1.8 | 10.00 | 1 | 5.20 | 9 |
|
ss-uncommon|White|Legendary Creature — Human Cleric
|
3.5 | 4 | 3.75 | 4 | 3.14 | 9 |
|
ss-uncommon|White|Legendary Creature — Human Soldier
|
3 | -0 | 15.00 | 0 | 5.00 | 11 |
|
ss-uncommon|White|Legendary Creature — Human Advisor
|
3.5 | 3.2 | 6.17 | 6 | 5.88 | 14 |
|
ss-uncommon|White|Legendary Enchantment
|
4 | 4.6 | 2.00 | 2 | 2.20 | 6 |
|
ss-uncommon|White|Legendary Enchantment
|
1.5 | 3.2 | 6.00 | 1 | 5.58 | 66 |
|
ss-uncommon|White|Legendary Creature — Dog
|
1.5 | -0 | 15.00 | 0 | 5.50 | 6 |
|
ss-uncommon|White|Legendary Creature — Human Samurai
|
1.5 | -0 | 15.00 | 0 | 7.80 | 11 |
|
ss-uncommon|Blue|Legendary Creature — Human Wizard
|
3 | 3.6 | 5.00 | 2 | 5.71 | 11 |
|
ss-mythic|Blue|Legendary Planeswalker — Chandra
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Blue|Legendary Creature — Homunculus
|
1.5 // 3.5 | 1.8 | 10.00 | 2 | 9.33 | 7 |
|
ss-uncommon|Blue|Legendary Creature — Spirit Cleric
|
3 | -0 | 15.00 | 0 | 3.33 | 9 |
|
ss-uncommon|Blue|Legendary Creature — Human Wizard
|
3.5 | 2.1 | 9.00 | 2 | 6.60 | 20 |
|
ss-rare|Blue|Legendary Planeswalker — Jace
|
2 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-rare|Blue|Legendary Creature — Angel Wizard
|
4.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-uncommon|Blue|Legendary Creature — Human Detective
|
2 | 3.9 | 4.00 | 3 | 5.00 | 8 |
|
ss-uncommon|Blue|Legendary Creature — Ogre Crab Wizard
|
2.5 | -0 | 15.00 | 0 | 4.67 | 11 |
|
ss-rare|Blue|Legendary Creature — Human Wizard
|
2.5 | -0 | 15.00 | 0 | 2.00 | 3 |
|
ss-uncommon|Blue|Legendary Creature — Human Rogue
|
3 | 1.1 | 12.00 | 1 | 7.29 | 16 |
|
ss-uncommon|Blue|Legendary Artifact Creature — Dragon Construct
|
3 | 2.5 | 7.92 | 13 | 5.54 | 80 |
|
ss-uncommon|Blue|Legendary Enchantment
|
2 | 1.8 | 10.00 | 1 | 10.75 | 11 |
|
ss-uncommon|Blue|Legendary Enchantment
|
2 | -0 | 15.00 | 0 | 6.33 | 5 |
|
ss-uncommon|Blue|Legendary Creature — Frog Spirit
|
1.5 | 1.9 | 9.75 | 4 | 7.73 | 102 |
|
ss-uncommon|Blue|Legendary Creature — Human Ninja
|
3.5 | 2.5 | 8.10 | 10 | 6.74 | 76 |
|
ss-uncommon|Black|Legendary Creature — Human Knight
|
2.5 | 2.1 | 9.00 | 3 | 5.06 | 64 |
|
ss-uncommon|Black|Legendary Creature — Zombie Satyr
|
3 | 3.5 | 5.33 | 3 | 7.33 | 12 |
|
ss-mythic|Black|Legendary Planeswalker — Garruk
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|Black|Legendary Creature — Human Mercenary
|
4 | 4.8 | 1.67 | 3 | 1.67 | 6 |
|
ss-rare|Black|Legendary Creature — Human Warlock
|
3.5 | 4.4 | 2.67 | 3 | 3.00 | 3 |
|
ss-uncommon|Black|Legendary Creature — Beast Horror
|
2.5 | 1.5 | 10.90 | 10 | 7.63 | 92 |
|
ss-uncommon|Black|Legendary Creature — Mouse Warlock
|
3 | 3.1 | 6.45 | 11 | 5.03 | 65 |
|
ss-uncommon|Black|Legendary Creature — Human Assassin
|
2.5 | -0 | 15.00 | 0 | 6.83 | 10 |
|
ss-uncommon|Black|Legendary Creature — Human Rogue
|
3.5 | 3.2 | 5.95 | 21 | 5.92 | 65 |
|
ss-uncommon|Black|Legendary Creature — Human Warlock
|
3 | 2.5 | 8.00 | 8 | 6.30 | 75 |
|
ss-uncommon|Black|Legendary Creature — Skeleton Rogue
|
4 | 3.1 | 6.24 | 17 | 5.20 | 68 |
|
ss-uncommon|Black|Legendary Enchantment
|
2.5 | 2.7 | 7.38 | 8 | 5.55 | 68 |
|
ss-uncommon|Black|Legendary Enchantment
|
1.5 | 1.3 | 11.40 | 5 | 7.85 | 66 |
|
ss-uncommon|Black|Legendary Creature — Human Warlock
|
3 | 4.3 | 3.00 | 1 | 4.50 | 11 |
|
ss-uncommon|Black|Legendary Creature — Frog Spirit
|
1.5 | 1.5 | 10.75 | 4 | 7.85 | 95 |
|
ss-mythic|Red|Legendary Planeswalker — Ajani
|
5 | 4.6 | 2.00 | 2 | 2.00 | 2 |
|
ss-uncommon|Red|Legendary Creature — Human Berserker
|
2 | 2.4 | 8.38 | 8 | 7.00 | 69 |
|
ss-mythic|Red|Legendary Planeswalker — Chandra
|
5 | 4.9 | 1.33 | 3 | 1.50 | 4 |
|
ss-uncommon|Red|Legendary Creature — Satyr
|
2.5 | 2.4 | 8.17 | 6 | 5.81 | 65 |
|
ss-uncommon|Red|Legendary Creature — Human Berserker
|
2.5 | 2.3 | 8.60 | 5 | 6.30 | 73 |
|
ss-uncommon|Red|Legendary Creature — Merfolk Noble
|
4 | 4.5 | 2.50 | 2 | 1.80 | 5 |
|
ss-uncommon|Red|Legendary Creature — Human Warrior
|
2.5 | 2.7 | 7.43 | 7 | 5.29 | 68 |
|
ss-uncommon|Red|Legendary Creature — Elf Warrior
|
3 | 2.8 | 7.15 | 13 | 6.29 | 65 |
|
ss-uncommon|Red|Legendary Creature — Human Artificer
|
3.5 | 2.9 | 7.00 | 1 | 3.00 | 7 |
|
ss-rare|Red|Legendary Creature — Human Warrior Cleric
|
3 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Red|Legendary Creature — Human Mercenary
|
3 | 3.8 | 4.50 | 2 | 4.40 | 11 |
|
ss-uncommon|Red|Legendary Creature — Human Wizard
|
2.5 | -0 | 15.00 | 0 | 4.86 | 10 |
|
ss-uncommon|Red|Legendary Enchantment
|
2.5 | 3.9 | 4.00 | 1 | 5.00 | 7 |
|
ss-uncommon|Red|Legendary Enchantment
|
3 | 1.6 | 10.50 | 2 | 5.00 | 12 |
|
ss-uncommon|Red|Legendary Creature — Human Warrior
|
2 | 1.7 | 10.12 | 8 | 6.93 | 85 |
|
ss-uncommon|Green|Legendary Creature — Werewolf Noble
|
2.5 | 0.7 | 13.00 | 1 | 4.57 | 11 |
|
ss-uncommon|Green|Legendary Creature — Homunculus Scout
|
3 | -0 | 15.00 | 0 | 5.20 | 6 |
|
ss-mythic|Green|Legendary Planeswalker — Garruk
|
5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Green|Legendary Creature — Elder Dinosaur
|
2.5 | 3.9 | 4.00 | 1 | 3.25 | 5 |
|
ss-uncommon|Green|Legendary Creature — Human Druid
|
4 | 4.6 | 2.00 | 1 | 2.50 | 4 |
|
ss-uncommon|Green|Legendary Creature — Beast Noble
|
2.5 | 3.2 | 6.00 | 1 | 3.50 | 5 |
|
ss-uncommon|Green|Legendary Creature — Elf Druid
|
3.5 | 3.1 | 6.36 | 11 | 5.03 | 63 |
|
ss-uncommon|Green|Legendary Creature — Human Druid
|
2 | 1.6 | 10.40 | 5 | 6.65 | 80 |
|
ss-uncommon|Green|Legendary Creature — Ogre Warrior
|
3 | -0 | 15.00 | 0 | 2.60 | 5 |
|
ss-uncommon|Green|Legendary Creature — Skeleton Druid
|
2.5 | 2.9 | 7.00 | 2 | 7.00 | 16 |
|
ss-uncommon|Green|Legendary Enchantment
|
2.5 | 2.9 | 7.00 | 2 | 5.40 | 8 |
|
ss-uncommon|Green|Legendary Enchantment
|
3.5 | -0 | 15.00 | 0 | 4.25 | 7 |
|
ss-uncommon|Green|Legendary Creature — Dog
|
3 | 3.9 | 4.00 | 1 | 4.00 | 10 |
|
ss-uncommon|White|Black|Legendary Creature — Vampire Noble
|
3.5 | 2.3 | 8.67 | 3 | 6.50 | 72 |
|
ss-uncommon|Black|Green|Legendary Creature — Human Cleric
|
4 | 3.5 | 5.31 | 13 | 4.60 | 70 |
|
ss-rare|White|Blue|Black|Red|Green|Legendary Artifact Creature — Golem
|
1.5 | 1.1 | 12.00 | 1 | 7.00 | 7 |
|
ss-uncommon|Blue|Green|Legendary Creature — Merfolk Noble
|
3 | 1.9 | 9.57 | 7 | 6.40 | 89 |
|
ss-uncommon|White|Red|Legendary Creature — Mouse Soldier
|
3 | 2.5 | 8.00 | 8 | 6.56 | 78 |
|
ss-uncommon|Blue|Red|Legendary Creature — Human Artificer
|
3.5 | 3.6 | 5.00 | 4 | 4.57 | 13 |
|
ss-rare|Blue|Green|Legendary Creature — Gorgon Wizard
|
1 | -0 | 15.00 | 0 | 5.00 | 6 |
|
ss-rare|White|Blue|Red|Legendary Creature — Gorgon Wizard
|
3 | -0 | 15.00 | 0 | 4.50 | 2 |
|
ss-rare|Black|Green|Legendary Creature — Gorgon Assassin
|
4.5 | 5 | 1.00 | 1 | 2.33 | 4 |
|
ss-rare||Legendary Artifact Creature — Golem
|
1.5 | 2.9 | 7.00 | 2 | 6.50 | 6 |
|
ss-uncommon||Legendary Artifact Creature — Dragon Construct
|
2 | 1.8 | 10.00 | 11 | 7.26 | 116 |
|
ss-common text-light||Basic Land — Plains
|
0.4 | 14.00 | 2 | 10.00 | 21 | |
|
ss-common text-light||Basic Land — Island
|
0.4 | 14.00 | 5 | 8.78 | 82 | |
|
ss-common text-light||Basic Land — Swamp
|
0.4 | 14.00 | 10 | 9.22 | 73 | |
|
ss-common text-light||Basic Land — Mountain
|
0.4 | 14.00 | 1 | 11.00 | 24 | |
|
ss-common text-light||Basic Land — Forest
|
0.4 | 14.00 | 2 | 11.12 | 22 |
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: