This just has great stats and keywords. It often finds itself being able to attack effectively in the sky and block effectively during your opponent’s turn, and it gains you life while it does! Just a great deal for 3 mana.
This has almost passable stats, and the ability to give Vehicles flying is pretty relevant in the format.
This whole cycle is pretty nice, but the Inspector is probably the worst of the bunch. It starts out with worse stats and feels a little bit overcosted. But still, it’s a reasonable playable.
A 4-mana 3/3 Flyer is something you always play, and its text box is loaded up with additional upside. It can generate energy, and when you can pay some energy when it attacks, it starts putting counters on things and tapping down blockers. That’s definitely a bomb.
A 5-mana 4/3 flyer is a passable card, and this will gain you 5 life often enough to be a pretty nice creature for your deck.
This set does have lots of ETB abilities, but this card is still mostly just a dud. Both modes are underpowered and situational.
This is a bomb. You either get a 5-mana 4/3 that is also an anthem effect that ALSO has a bunch of keywords, or a 5-mana 2/1 with those keywords and the anthem effect, PLUS two 2/2s. More often than not its probably right to go wide with it, since you’ll get serious value no matter what, but sometimes you just need a big angel to get you back in the game. Either mode is amazing.
This ability comes up more than you might think with all the thopters and servos running around. One of the big downsides about being an X/1 is usually that you die to something like a token, but that’s not a problem here, so it is just a creature with a decent aggressive statline.
This doesn’t do enough in Limited. You might consider siding it in against some opponents who have a bunch of Haste creatures or something, but that’s a pretty limited use.
This has a solid baseline as a bear, and its ETB ability actually does something like half the time, and that’s pretty nice.
This is a decent trick that gets even better if you’re rumbling with artifact creatures. It is a decent inclusion in aggro decks.
At first glance, this might look completely insane, but it really doesn’t play out quite as well as you’d think! Don’t get me wrong, its still really good, but it is probably the worst of the Gearhulks. You usually get to hold on to two creatures (since you can choose the Gearhulk as your artifact and another creature as your creature). Your opponent will often be able to do the same in a set with lots of artifact creatures, and if you don’t already have the biggest creature on the board, this won’t change things drastically all that often. Sure, it really punishes opponents who go wide, but yeah – you’ll be surprised how often your opponent just stays ahead of you even after you cast this. Again – still very good since it reshapes the board a fair bit – but I think it falls short of a bomb.
This Aura just isn’t worth it. The stats boost isn’t great, and being able to return it to your hand doesn’t really help make it much better.
You’ll get the 1/1 out of this like half the time, and it will feel great when you do. When that doesn’t work out, it will feel pretty mediocre.
This is one of the sets best Commons. It just has such a massive impact on virtually any board state, and that’s a lot to say about a Common! +1/+1 and Vigilance to your whole team while you also add a flying threat to the table is amazing. The stats boost + Vigilance makes it so you can suddenly attack your opponent, both because your creatures get larger and because they have vigilance, making it much harder for your opponent to kill you on the back swing. This is excellent top curve for aggressive White decks in this format, and the best decks often have at least two of these.
Giving other stuff flying can have a pretty big impact, and the Hawk can do it twice without any outside help, making it a decent card.
Removal creatures are always nice, even if they give your opponent back their thing when they die. It is hard to beat adding to your board while subtracting from your opponents.
This is actually mainboardable in this format, as there are plenty of targets for it. In an ideal world, you probably start it in your sideboard in best of 3, though.
Wraths can reshape the board in a way basically no other cards can, and that always makes them pretty attractive in Limited, because they can bail you out of situations that virtually no other card can. And sure, this costs 5 and your opponent normally gets to untap and rebuild their board first, but the life you gain from Fumigate helps offset that a little bit.
This has really good base stats, and being able to give Vehicles first strike is very real upside.
This is one of White’s best commons. A 3-mana 3/3 or a 3-mana 2/2 and a 1/1 is quite nice, especially because White has lots of ways to pay you off for going wide.
This has mediocre stats, but an ETB ability that often lets you attack more effectively. Still, it is pretty replaceable and not remotely impressive.
This is situational, but the format does have a significant number of small creatures, and people will inevitably be attacking or blocking, so you’ll find yourself playing this a decent chunk of the time.
You would definitely prefer to get Dawnfeather Eagle, but with all of the Servos in White, you end up going wide enough to make this work in a decent chunk of decks, and it can definitely sub in for the eagle in those decks. If you aren’t good at going wide, it is pretty unplayable.
This pumps a significant number creature tokens in the set, especially in White, and comes with a mana sink ability that lets you churn out 2/2 tokens for every 4 mana you have. He can take over the game on his own, even if he is a bit fragile.
This is another nice card that really gets you going wide, and having the option to make it a 4-mana 3/2 Flyer when that’s what you need is pretty nice.
Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
Even in a set with this many Artifacts, you don’t often have one in your graveyard that is worth paying 4 mana to reanimate.
This is a really effective removal spell, capable of completely shutting down a whole lot of cards in the format for only three mana. The fact it stops Crewing from happening is really important.
White really is loaded up with ways to go wide at the lower rarities, and this is another nice example of that.
This kills a lot of stuff very efficiently and at Instant speed, and the Scry improves your next draw at the same time, which definitely makes this premium.
This set does have a decent number of cards that can you let you draw a card with Sram – especially Vehicles – and if you can get even one extra card out of this two mana 2/2, you’ll feel like you’re really getting there.
When you can cast this on turn four, it is often going to give you a whole lot of value between the three Servos and the card you cast for free. However, keep in mind that in the later part of the game, that part often won’t matter. Still, 4-mana for 3 1/1s isn’t a terrible fail case.
This can exile most stuff in the format very efficiently. And sure, if your opponent gets rid of it they get their card back, but you’ll still have disrupted them a ton and traded 1-for-1 in the process. And, oftentimes, they just can’t deal with it.
This will often be a 3/2 on your turn without a whole lot of effort, and that is a statline that can attack effectively for quite awhile. Giving it First Strike won’t be quite as easy, but if you can do that this can rumble virtually all game long.
With some of these Fabricate creatures, you will pretty frequently choose the +1/+1 counter option – but that’s not true here. A 4-mana 2/1 and two 1/1s is just way better than a 4-mana 4/3, especially in a color that has two nice payoffs for going wide at COMMON (Dawnfeather Eagle and Inspired Charge). But yeah, point is, this card’s very good.
There are lots of ETBs in this set – and remember that includes Fabricate creatures – so playing this on turn 6 as a 4/4 Flyer that gives you another ETB trigger happens pretty often, and that’s a pretty great deal.
This can pretty much shut down a lot of creatures – and vehicles – in the format for only two mana, while also giving you a bit of Energy to use with other cards. It is of course frustrating that things can still block once you use this, and that keeps it from being amazing, but it does a pretty good job.
This often feels like a two mana ½ that makes a 1/1 token on ETB, and that is a very powerful card. If you play this on turn two, you are virtually guaranteed to get that token, and if you can generate a little bit more Energy, it can really get going. It is also a great place to put Artificer’s Goggles!
This has decent stats and can improve your draws for no mana – in addition to the fact that it might give you energy to use elsewhere. Its pretty decent.
This effect is supposed to be here to help you abuse ETB abilities, but it often just isn’t worth going down a card to do this.
In Limited, this is mostly just a two mana 1/3 that decreases the cost of instants and sorceries – but the good news is that ability is actually pretty nice in most Blue decks in the format.
Bouncing three things can give you a ton of tempo, enough to offset the fact that you don’t actually take an opposing card away from your opponent. Now, this effect is definitely better in more aggressive decks, where you can really punish them after the bounce, and sometimes if you’re a slower deck this won’t really feel that great, but some of that is offset by the fact that, if you have some other cards to cast when you play this, you’ll feel pretty good.
Even in a format with this many Artifacts, this is mostly just too narrow to put in your main deck.
Mind Control effects are crazy strong in Limited, since they effectively destroy an opposing creature and you get a copy of it, and Confiscation Coup can’t be dealt with as easily as Aura-based versions of the effect. Sure, it is somewhat limited on what it can steal since you need Energy, but paying 5 to steal a 4-mana card is great, and if you have enough spare energy, it can steal pretty much anything! This is a bomb.
This is an alright counterspell for Limited since it can deal with so many different things, but you still won’t play it that often.
This looks like it would be a pretty sweet buildaround, but its mostly a dud. The set does have lots of artifacts and artificers, but getting to 6 energy with this is really hard, and it has the problem of not adding to the board in any significant way in the mean time. Sure, if you get to draw those three cards with it you probably win, but by playing a two mana card that doesn’t do anything up front, you are drastically decreasing your chances of lasting long enough to do that in the first place!
This is a very nice Common for Blue decks in this format, which really like Artifacts. It often costs 4 or 5 mana, and is a great finisher in this format thanks to its bulk and potential evasiveness.
Scry 2 + Draw 2 lets you see a large percentage of cards in your small Limited deck, and that’s great – and throwing in Energy definitely matters in this format.
A two mana 1/3 Flyer isn’t completely terrible, and this ends up drawing you an extra card about half the time. When you do, it will feel amazing.
This has pretty aggressive flying stats, and that’s enough to offset the fact that it can’t block Artifact creatures – it will mostly be attacking anyway.
It is a bummer that this doesn’t tap down the thing you attach it too, but it is still some serviceable removal.
This is really situational, though it does feel pretty awesome when you blink two creatures with ETB abilities and draw a card. You’d be surprised how often this does very little, though.
Bounce + Draw a card is pretty solid, since it actually lets you go 1-for-1 with your opponent in addition to the tempo.
4 mana is a little clunky, but this shuts down most creatures and artifacts in the format.
Even in an artifact deck, this isn’t great. Not being a hard counter gives it diminishing returns as the game goes on.
This is a very strong spell build around. Your typical Limited deck probably won’t be able to afford paying 5 for this thing and not impacting the board – because your average deck just won’t have enough spells to make sure you go crazy with it. However, if you end up in a spell-heavy deck, you’re going to be in great shape if you get to untap with it, as it will just start churning out tokens.
There’s not really a mill deck in this format, though sometimes a deck with a lot of energy and a few Ministers can pull it off. Mostly, though, it is a strategy to be avoided in this format.
4-mana for a 2/2 is pretty ugly, but at least it draws you a card. It can give you a 2-for-1 often enough to make the cut sometimes.
Padeem is quite good in this set thanks to the large number of Artifacts. Granting them hexproof on its own actually matters a fair bit in the format, but the real value comes from Padeem’s ability to draw you cards. It doesn’t really take building around to take advantage of that. She’ll draw you a decent number of cards just in a regular Limited deck in this format.
This card is pretty much impossible to make work in Limited.
This is cheap, but it also isn’t anywhere close to a hard counter, and the fact that it can’t counter artifacts definitely matters in this set.
One mana to bounce a creature is a really good deal, even if it can only go after tapped creatures. It can give you some very nice tempo, and tacking on the Scry is nice additional upside.
This blocks a lot of stuff in this format pretty well, and makes you energy while doing it! Drawing a card with energy is a pretty nice payoff too.
This probably isn’t the Energy payoff you were looking for. It has really mediocre starting stats, and takes a ton of energy to ever actually do anything.
This is a little less situational than it looks. The format has a ton of 1/1 tokens, and trading a random token for your opponent’s best things can be a pretty big deal. It does take a significant amount of set up, and is pretty clunky, but it has a pretty high ceiling.
This has nice evasive stats, and it can give you some extra Energy, which is no small thing.
This is a really clunky draw spell, but some decks will be interested in paying 5 to draw 3 with this.
If you play this on turn one, it can become a very real creature on the board. It generally won’t be able to attack forever because its power starts so low, but by the time it has to stop attacking, it has the kind of size that isn’t easy to attack through.
You do need some Instants and Sorceries in your graveyard to make the most of the Gearhulk, but that’s not a big ask by turn 6. The Gearhulk often represents a completely absurd three-for-one, since it can Flash in and ambush an opposing attacker, then cast a spell for free from your graveyard, and then leave behind a 5/6 body that generally has to be answered somehow. Even if the spell it gives you for free is mediocre, it is likely that it is worth a whole card, and if you copy removal, well, you just broke the game even more.
You do need some Instants and Sorceries in your graveyard to make the most of the Gearhulk, but that’s not a big ask by turn 6. The Gearhulk often represents a completely absurd three-for-one, since it can Flash in and ambush an opposing attacker, then cast a spell for free from your graveyard, and then leave behind a 5/6 body that generally has to be answered somehow. Even if the spell it gives you for free is mediocre, it is likely that it is worth a whole card, and if you copy removal, well, you just broke the game even more.
This has mediocre starting stats, but it does gain Flying often enough to be a decent inclusion in artifact-heavy decks.
You just won’t have enough Artifacts or mana to make this worth it in Limited.
If you can cast this for 5, it feels pretty good, and that’s very easy to do. Anything less than that and you really feel like you’re getting a steal.
This is another very good Common in this cycle. With death touch, it is a real pain to block or attack through, and that means it often has no problem making that 1/1 token. Attacking with it into a block and making that 1/1 feels pretty good, and it can obviously get even more out of hand!
If you can move even one counter to this, it becomes quite potent. Even with 0 counters, it is at least passable, and sometimes it will get even scarier!
This has alright stats and an evasive keyword ability. You’ll play it sometimes.
4 mana to kill any creature or artifact is great in this format, even at Sorcery speed. This is premium removal.
Only being able to sacrifice things at Sorcery speed is rough, even in a format that has a lot of Servos to gobble up.
This demon has great stats, and while the -2/-2 effect is symmetrical, you get to decide when to play it, and you’ll do it when it benefits you and wrecks your opponent – and even if it does take down some of your stuff, at least you get Energy that the Demon can then use to reanimate one of those creatures! Triple Black is pretty real, and not guaranteed all the time, but this is still a stonecold bomb.
This is a nice removal spell. At worst, it is two mana to give something -2/-2, and if you have other energy around, it can take down larger things.
This is often a two mana 3/1 with Menace, and that’s a pretty real threat – not just something your opponent can just disregard. It is hard to effectively stop this thing early.
Doing 3 to something and gaining 3 is great, and even though this can’t hit your opponent, you are going to feel pretty pretty much every time you cast it. Even if you’re behind, killing an X/3 and gaining 3 is enough to pull you back to parity most of the time.
So, even without Revolt, Fatal Push would be an okay removal spell in this format. It kills lots of stuff! Obviously though, you want to be getting revolt going, and when you do, it is going to be one of the best cards in your deck. It can’t kill anything, but it only costs one mana and kills most things, so I’ll take it.
This is a solid finisher for Black decks with a decent number of Artifacts. It is quite large, paying 5 for it is pretty realistic, and it can’t be blacked by a ton of creatures in the format, including most of the creature tokens.
If your deck has a good mix of artifacts and creatures – and ideally, artifact creatures, this feels pretty good, since you can pay 3 to get two creatures back, and that’s a nice little play in the late game. Pretty much a dead card early, and if your graveyard doesn’t have the right composition, its pretty bad.
A 4-mana 2/3 Flyer isn’t great, but it is kind of passable. You have to be able to give your opponent’s creatures -1/-1 with this a decent chunk of the time to really get there, but that’s not especially hard to do in Black.
This has passable stats to begin with, and becomes a 3/1 flyer for 3 if you have an Artifact, and that’s a pretty legitimate threat in the air.
You can play this and kill something with the ETB a decent chunk of the time, but it does tend to get worse as the game goes on.
If you can play this early, it can take over the game pretty effectively – at least, if your opponent isn’t crazy aggressive. Because, if they are, the Colony and their creatures will quickly lower your life total, and the Colony can’t block! Still, most of the time, you’re going to be favored when you play this early. And, even if you play it late, it usually only takes a couple of turns to become relevant. It is definitely a super swingy card – you will see games won and lost as a result of the Colony on both sides. It has a pretty nice ceiling, but also a pretty bad floor.
This has great stats, gains you life, and can trade with anything. Not much more to say about it!
A two mana 2/1 Menace is a decent deal, and this one can draw you cards if you have energy. It won’t always be able to attack to set up the draw, but it will be able to often enough – especially if you play it on turn two, since your opponent almost definitely won’t be blocking it on that first attack.
A 4-mana 2/3 with Deathtouch isn’t great, but it would be a card you played on occasion. Luckily, Gonti is a whole lot more than that though! He also lets you draw the best card from your opponents top few cards, and that ends up pairing really well with deathtouch, because Gonti will always give you a 2-for-1 as a result.
This is big and evasive, can be powered out early with improvise, forces your opponent to discard cards, and can give up artifacts to weaken creatures. Herald of Anguish will just win you the game most of the time, though you’ll often find the discard part doesn’t matter. That doesn’t really matter though, because everything else about it is amazing.
Drawing some cards and getting some energy is something you’ll want in some Black decks, but not all of them.
As always, these type of “Lobotomy” or “Cranial Extraction” effects are unplayable in Limited.
This is mostly something you’ll bring in out of your sideboard in Bo3, though there are enough X/1s in the format that it isn’t completely terrible to main deck.
This card has two pretty amazing modes that often have a pretty nice impact on the board immediately. If you choose to give it counters, it comes down as a 6-mana 4/6 that does a wopping 4 damage any time an artifact goes to the graveyard. This means that attacking your opponent with Artifact creatures is a nightmare for them, since even blocking means they can down 4. That’s what you’re going to choose with the Marionette when you already have a decent number of artifacts. When you don’t, it helps you go really wide, and does 1 damage any time an artifact dies, including its servo friends. Even if you’re behind, the Master is often enough to turn the game around for you. That makes it a bomb.
Like most of the Fabricate creatures, this is pretty solid, as both options are pretty reasonable. A 4-mana 4/2 with Menace is nice on boards where you are the beat down and your opponent won’t be blocking it any time soon, and 4 mana for a 3/1 and a 1/1 is pretty good when you’re behind.
The downside here might look big, but in reality it just ends up being a card advantage engine. Now, you do need to have a reasonably low curve and be pretty aggressive to get full value out of Midnight Oil, but once you do, it will be pretty incredible. Your opponent just won’t be able to keep up with all the extra cards you draw, and even once you run out of counters, you’ll find yourself able to stay away from being damage much by it.
This is basically never good in Limited, and that’s not different here!
There is a big difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer, and Revolt can be difficult enough to get going that this isn’t that great.
If you’re really aggressive or plan on crewing vehicles a lot – or both – this can be an alright inclusion, but most of the time you’ll stay away from it.
This comes down with a pretty large evasive body and destroys your opponent’s best creature while also gaining you life. That can turn the game around in a really big way, and that makes this an incredible bomb.
This is a decent trick that you’ll run in some of your aggro decks.
I really wanted this to be awesome, because it seems like a lot of fun as a value-engine type card, but it just doesn’t get there as often as you’d like. It is expensive for such a mediocre statline, even with Improvise, and cranking out 1/1s with it is harder to do than you might think, especially because it only counts nontokens.
This can often give you a 2-for-1 for only two mana, and that’s great! It won’t always line up that way, but even when it doesn’t it tends to do a pretty good job of making combat go your way.
Most of the value here comes from this turning into a removal spell, but being able to drain the opponent from time to time is nice additional upside. Not every deck will be able to consistently make it into a removal spell, but it isn’t that hard to accomplish either.
If this just also had its ETB effect, it would be completely insane, since you would just add a 3-mana 3/2 to the board and kill something. Obviously, the Revolt requirement makes it significantly less insane, and this will just be the 3/2 a little more often than you’d like. Still, when you do get Revolt going, it will still feel like you’re doing something amazing.
If this just also had its ETB effect, it would be completely insane, since you would just add a 3-mana 3/2 to the board and kill something. Obviously, the Revolt requirement makes it significantly less insane, and this will just be the 3/2 a little more often than you’d like. Still, when you do get Revolt going, it will still feel like you’re doing something amazing.
Yahenni starts small, but it isn’t that hard to make them grow, especially because Yahenni can gobble up other creatures to gain indestructibility. There will be some games where Yahenni never amounts to much, but the ceiling is pretty nice.
If you can cast this and get the free spell out of it, you’ll feel like you’re really getting there, since it will often just wipe the board and give you something to put on it immediately, which gets around one of the downsides of sweepers – your opponent usually gets to rebuild before you do.
This has great stats to begin with, so adding the ability to make Servo tokens is great. A 2/1 first striker is often relevant pretty much all game, whether you’re the one attacking or blocking, so having that Energy/servo upside is great, especially because going wide is very viable in this set.
This gives you a ton of energy up front, which is pretty nice! Not so nice is the amount of energy it takes to use its abilities. Pinging stuff is good and all, but it doesn’t do something on every board state, and 2 energy is pretty steep. Sometimes you’ll get there enough on an energy deck for the 6 damage effect, but don’t hold your breath.
This is a really nice trick for aggro decks, as +3/+3 for one mana is enough to win just about any combat. When you can give an artifact creature Trample, it feels especially absurd! Obviously, since the trick only works on attackers, you’ve really gotta be the beatdown to take advantage of it.
This mostly isn’t worth it. It is just some clunky card selection that asks for significant set up. There isn’t enough of a graveyard theme in the format for it to be more than that.
Unsurprisingly, Chandra is a massive bomb. If you’re behind, she can come down and kill something. If you’re ahead, you can start using her to ramp you and draw you extra cards, and obviously her ultimate is the kind that can just win the game. She’s got removal and card draw, and while she doesn’t exactly protect herself with tokens or anything like that, her abilities do enough to make sure you build an advantage that snowballs.
At worst, this kills an X/2 for two mana, which is fine – and sometimes you can take out 2 X/1s, which will feel amazing. It can also go after your opponent when necessary.
4 mana for 4 damage at Sorcery speed isn’t the most amazing thing, and the land tap down part of the card doesn’t give it much of an upgrade. Still, it is reasonably efficient removal.
This Gearhulk is unfortunately not quite a bomb, it has to settle for “really good” instead. A 6-mana 6/6 with First Strike is a great body that will basically win any combat it goes into, but the ETB ability here puts you at the mercy of a little too much RNG. Your opponent will virtually always choose just the mill option, and you’ll be surprised how often you do like 3 with the trigger. Sometimes, if they are low enough on life they do have to give you those three cards, and that feels insane, but the Gearhulk just doesn’t have an ETB trigger that alters the game consistently enough to quite be a bomb.
This looks like something you’d never play in most formats, but two things make this actually an okay card in really aggressive decks. One of these is simply the fact that it often has targets to destroy with the first option, the other is just that turning off (almost) all blockers is often enough for the aggro decks to finish off an opponent who has stabilized. You really only want it in that one deck, but you’re kind of always on the look out for that one copy if that’s what your deck looks like.
If you can cast this for either 4 or 5 mana, you generally feel pretty good about it. 4/4 is pretty nice size in this format.
This card is hard to set up in most Limited games. First, you have to be holding on to cards in your hand for it do anything – and most of the time in the late game you have like 0-1 cards in your hand, so it isn’t exactly going to be lighting up a creature or anything. Now, if you have this in your deck, you are obviously going to be a little more inclined to hold on to cards in your hand, but still – 4mana to do 2 damage and rummage twice just isn’t that good, and won’t even always have a relevant target.
If you always had to pay 6 for this, it would still be like a 3.5, so adding Improvise to the mix is obviously amazing, since you will pay 4-5 for it pretty often, allowing it to come down and dominate the skies even earlier.
The aggressive decks in the format tend to feel fine about including this in their deck, even if it is a 3-mana 3/3 with downside.
This looks like it would be pretty amazing at first glance – hard not to imagine killing two things with it, right? Well, yeah – it will do that sometimes, but it is also a clunky 4-mana sorcery that can’t do anything about larger creatures, and that’s not exactly what you want to be spending your mana on a lot of the time. And don’t get me wrong, it isn’t bad, it is just also nowhere near a premium removal spell, or even close to being a card you always play.
Two mana for 3 damage is also premium removal, and this has the upside of getting better with more Energy.
While there are aggressive decks in this format, I haven’t really found that Hijack is worth it most of the time, even in them. It is basically a blank card until you can use it to do lethal, and that’s too inconsistent.
3 mana to kill an X/3 and do 2 damage to your opponent is a great rate.
Yeah, you’re not playing this in Limited.
If your deck can have this be a 2/3 reasonably consistently, it is a sort of alright card, as a 2/3 body is at least somewhat relevant even late, but it isn’t exactly blowing your opponent away either.
In really aggressive decks, this trick can really be a beating, as it can add a ton of damage to the board out of nowhere. Now, its rough that it doesn’t increase your creature’s toughness at all, but that just doesn’t really matter if the card lets you run over a couple of your opponent’s creatures while doing a bunch of damage.
Kari Zev on turn two is tough to beat. She and her monkey friend will do a ton of damage before your opponent can ever block her, especially if you back her up with tricks and cheap removal spells. She’s less impressive in the mid to late game of course, but she also represents some pretty significant damage, and has decent stats too.
Threaten effects just aren’t great in this format, even one that sometimes lets you play a cheap spell for free.
You’re almost never desperate enough to stick this in your deck. A 5-mana 5/4 just doesn’t do anything in this format.
I am sold on Pia even when she’s just a 3-mana 2/2 that makes a 1/1 Thopter. That’s a card you would always play! And of course, she can do a lot more than that! Like give Firebreathing to artifact creatures (including her Thopter), or give up artifacts to make creatures unable to block. This is a 3-drop that can really take over games, and that’s not something one says very often in Limited.
This is one mana, and can help enough creatures win combat that it is a semi-reasonable inclusion in aggro decks.
A three mana 3/2 that rummages sometimes is fine, but not much more than that.
So, if you have an Artifact in play when you play the Rebel, he’s going to be insane. Even if your opponent can take him down right away, you will be able to use that artifacts ability to do 2 damage to something, which will often at least mean you kill one creature, and once you do that you’re in 2-for-1 territory. And, if your opponent can’t find a way to deal with the Rebel or the artifact he gave the ability too, he’s just going to win you the game. The problem is that, even in this format, you won’t always have an artifact to use this ability on, and of course the Rebel also dies to pretty much everything.
This is a pretty threatening attacker even with just a single artifact on the table, and if you have more, it can be a real problem for the opponent. Problem is, you don’t always have artifacts you want to give up to pump the Intruder.
This has alright stats and does often chip in a few damage with its ability, especially if you’re making servos.
This is passable in your main deck because there are enough Artifacts it can target, but you sort of hope you have some better artifact hate.
This will be a 4/3 with Trample on lots of turns, and that’s a relevant body all game long. If you’re really good at making servos, sometimes it will be even bigger!
This guy sure is fragile for a 4-mana creature, but if you get to untap and attack with him, he’s not going to be easy to stop, as a 3/3 with double strike demands your opponnet’s respect all game long, and obviously, it can really get out of control if you make some more energy.
So, this is a crazy swingy card. If you get a vehicle down early and slap this on it, your opponent just dies if they don’t have an answer. Problem is, if they do have that answer, you probably lose as a result of the devastating 2-for-1 you just endured that probably left you with almost no board state. That’s generally too risky for me.
So a 4-mana 3/3 flyer is always good in Limited, and this one also has firebreathing, and can gain first strike or haste. It might not be the most exciting bomb ever, as it is basically just a French Vanilla creature, but this can really take over games.
Giving Vehicles haste is nice, and a two mana 2/1 with Haste isn’t the worst thing ever, either.
This can crew most of the vehicles worth playing in the format while also doing 1 damage to your opponent, and even if it isn’t crewing, it is a 3-mana 3/2 that does 1 to the opponent every time it attacks. It does surprisingly well in aggressive decks.
A 4-mana 3/3 with Menace is kind of alright, and you’ll find yourself playing this for three mana pretty often.
This is a great Common, one that would be really good even if it always does 3, but will be doing 4+ pretty often.
This is a passable main deck card in this format since there are plenty of targets.
It is kind of amazing how much this does for you. The fairly efficient trampling body coupled with +5 life is just a big deal, and often enough to get you back at parity from behind. It really helps you stabilize against the format’s aggro decks.
This draws you one card often enough to be a reasonably high pick. And, while sometimes it will just be a Hill Giant, it will also draw you 2+ cards sometimes too!
This card is sneaky good. It is basically one mana to draw a card and gain two energy, and that’s a great deal. And sure, the card you draw is a land, but that’s fine! It basically lets you play fewer lands in your deck, gives you energy for all the cards that care about that and fixes your mana. It just does so much for only one Green.
This is a nice trick that has additional utility against removal spells thanks to Hexproof.
This is a 4-mana 4/3 that threatens to gain a counter and gain hexproof from the moment it hits the table, and that’s really good. It means your opponent’s removal is almost useless against it, and its size is also a problem as both a blocker or attacker, and if your deck is good at producing energy, it becomes even more of a problem.
Fog is slightly better in this format than in most, where I would give it a 0.0. This is because there are decks in the format that try to win the game in a single swing either after pumping their whole board or casting Destructive Revelry, and siding this in against those decks is actually kind of reasonable.
This does kill a lot of Artifacts, but as a 4 mana Sorcery, it is too clunky to be worth it most of the time.
This has decent stats and ramps your mana, which makes it a solid card.
So, if you have this in your opening hand, you can just play it on turn one, then you can play it twice on turn two and actually have it stick in play. In that case, you pay 3 mana for a 3/4 , and you pay the mana across two separate turns. That’s a pretty big creature that early! Obviously, you won’t always get it in your opening hand, but In the later part of the game, you still get a ¾ body, and in some decks you can even devise ways to make it a repetable source of energy.
People always overrate this kind of card because they see “Hexproof” and “Indestructible.” And, yeah, those are two really strong keywords, but finding a way to utilize a card like this is harder than it looks. It isn’t bad, but it just isn’t the bomb that I think a lot of players think it will be – a card this situational just can’t be! Sure, it can be used to help a bunch of creatures survive combat, or to blank a removal spell and things like that, but again – try playing with the card, and you’ll see just how often having it in your hand just doesn’t matter.
The two choices you have here are pretty nice. A 3-mana ¼ with Reach can block a lot of stuff all game long while also turning on +1/+1 counter synergies, and a 3-mana 0/3 with Reach that also gives you a 1/1 token isn’t too shabby either.
Even with the Energy, this is a pretty mediocre trick.
You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
You have to be careful with this, because your opponent killing the creature you put the counter on will just blow you out of the game. However, when the coast is clear, permanently pumping a creature and killing an opposing creature is quite strong, especially in a set that has +1/+1 counter payoffs.
This is kind of alright even when you don’t revolt, and pretty scary when you can. It isn’t terrible top curve.
If you play this on turn two, it can just run away with the game, since it will just keep making Energy and making itself larger. Later in the game, it isn’t quite as imposing, but it still represents a very real threat that has to be accounted for.
This has great stats + trample, and also gives you extra +1/+1 counters and energy, both things Green decks are interested in.
This is super clunky as a 5-mana Sorcery, but being able to divide damage is big, and doing 4 or so with it isn’t that far-fetched. You can often get a 2-for-1 if you are doing 4+, and sometimes this will do a lot more than that.
This can trade with anything without Revolt, and with Revolt it also becomes a decent attacker.
Your creature doesn’t get a stats boost from this, so it has to already be decently sized for this to be worth it – but the good news is, you’re in Green, and that’s just going to be the case most of the time! Also, it doesn’t “fight.” The damage it does is one-sided, so your creature’s toughness doesn’t matter! And the keywords it gives are pretty nice too, especially since you probably just got rid of a blocker.
Unsurprisingly, this is a bomb. Her +1 adds a very real threat to the board that can also protect her. A 5/5 land just won’t let many thing through, and if you’re ahead, you can just swing away with it. Her -3 lets you return the best permanent from your graveyard to your hand too, which is sometimes amazing, and her ultimate makes all your lands draw you a card for the rest of the game – and it isn’t even that hard to get to! You can just +1 her once for that 5/5, then use her -6 on the next turn, and sometimes that’s the right thing to do.
This isn’t a great trick. The small power boost doesn’t help you win very many combats.
She might be fragile, but if Oviya is left unchecked, she is a pretty amazing mana sink that can take over in the mid to late game. Making servos and construct tokens will eventually overwhelm your opponent.
This has pretty ugly stats for the cost, the ability is pretty expensive and situational. Sometimes it will let you take down an opponent’s key creature, but chances are good that they’re attacking with their best creature anyway, so it isn’t like it will always be able to do something. Plus, you have to have a creature large enough to win combat with the creature you target, which is also far from guaranteed.
The choice between a 4-mana 4/4 Trample and a 4-mana 3/3 Trample with a 1/1 Servo token is a good decision to have to make, because either option is giving you a great deal.
Yeah, this is an Uncommon, but it just feels like a bomb in this format. It isn’t hard to go wide, it is a 5-mana 5/5, and it has an immediate and large impact on just about every board it can come down on.
This isn’t the greatest finisher ever for Green energy decks, but you could do worse too. Even without any other help, it is a 5-mana 4/4 Trampler that attacks as a 6/6 the first time it attacks, and that’s a creature that is very difficult to effectively block.
So, even if you only have one other creature, Rishkar will put a +1/+1 counter on that and one on himself, so he’ll be a 3/3 that adds a counter to the board on a creature that can attack right away! On top of that, all your +1/+1 counter creatures, including the ones he just made, can also tap for mana, helping you power out more powerful spells. Yeah, Rishkar is crazy good, and a frightening thing to see on turn three in this format.
This is expensive as well as conditional, and I don’t love that combination. Counting on drawing more than 4 with this is probably a bad idea – but there’s some really good news here. Unlike the other “Expertise” cards, which drop off in the late game because you just won’t have a thing to cast for free, with Rishkar’s Expertise you are drawing cards, and you can cast one of the cards that you draw with the effect. In other words, as long as you manage to draw at least 3 cards with it, you’re pretty likely to add something else to the board too. So, yeah, sometimes this will suck because you don’t have a big creature around, but most of the time? You’ll get a few cards and do something else on your turn, so it isn’t like you’re paying 6 and not doing anything but drawing cards.
Energy is important in this format and all, but this two drop still doesn’t usually feel like its worth the card.
This is a bear that ramps and fixes for you. And gives you energy. Yeah, that’s a pretty nice Uncommon.
This is the best card in the “Thriving” cycle. The first time it attacks it becomes a ¾, and that’s a pretty real body – especially on turn 4, but even in the later part of the game.
This is something you’ll play if you’re really hard up for fixing, but will avoid most of the time.
Even if you have 0 other creatures, Verdurous Gearhulk is a 5-mana 8/8 with Trample. And uh…yeah. That’s the fail case here. Most of the time, he’ll come down and distribute the counters other places – which is better, because one removal spell doesn’t blank the effect as can happen when he’s just a huge trampler. But yeah, most of the time he’ll add a ton of damage to the board right away, in addition to his own sizable body. This is a bomb.
This actually provides some reasonable fixing and ramp, and is large enough to trade.
This is pretty slow, but by the late game in can get you back a whole bunch of cards. Now, granted, you have to tap out and not add to the board when you do it most of the time, but that’s okay. And, in a fail case, you can just pay three with it to return one thing to your hand, and that’s not too shabby in a pinch. So yeah, reasonable floor here and an insane ceiling.
This Ajani is a bomb. The -2 lets you exile any creature, and the +2 is going to draw you one or more cards most of the time. Even if Ajani just gets to use the -2 twice, you’re getting a pretty great deal, and if you’re allowed to keep it in play any longer than that, it is pretty impossible for your opponent to win.
This is quite the signpost uncommon! It basically gives you a 3-for-1 and gains you some life to give you a better chance of surviving long enough to use those cards, which is great.
The Kingpin has a very annoying body for aggressive decks to deal with since it can block a ton of stuff and survive while also gaining you life. Then, in the mean time, you get to Scry any time an Artifact ETBs, and that’s some nice additional upside.
You’re basically never going to be able to trigger the Bolas part, but this is actually a pretty decent card, though not really one worth going into three colors for on its own. If you are in those three colors though, this ends up getting rid of an opposing creature and a card in their hand while you get a creature back and draw a card, and that’s not bad for 5 mana.
This set has lots of Dwarves and Vehicles for Depala to pump, and its pretty sweet that she has a mana sink ability that triggers when she taps – which can be from crewing vehicles or attacking. So, if you’re flooding out, you can put the mana into that ability and you have a decent chance at finding something useful.
Dovin’s +1 shuts down a lot of creatures at least temporarily, and his -1 is also pretty good, as drawing cards and gaining life goes a long way towards helping you win. However, he doesn’t have any real removal effect and doesn’t have any real way to protect himself, and that makes him fall short of being a bomb. Instead, he’s just really good.
This has solid stats and can supply you with Energy, which you’re very interested in UG, so it’s a pretty nice card to have.
This card is such a bummer as far as signposts go. Luckily, GW has other ways to pump the whole board that are better, because if this was the card that you were counting on to win you the game when you go wide, you’d be in trouble! Being a sorcery for 5 mana is just really rough, and gives your opponent way more information than you’d like. Pumping one creature as a secondary option is alright I guess, but its still a sorcery that can be easily responded to. I don’t think you even always play this in your GW decks, and that’s pretty sad.
So BG likes +1/+1 counters, so the idea here is that you’re only weakening opposing creatures, but that idea quickly disintegrates for two reasons: First, not all of your creatures will have counters, even in a BG deck, and second, your opponent is reasonably likely to have some counters too! And it isn’t like -2/-2 really does enough on all board states anyway. You don’t even always play this in BG, which is a sad thing to say about a signpost uncommon.
On its own, you can sacrifice a servo to it every turn to Scry, and then get a Servo at the end of every turn. In addition to just being a funny little value engine, it also helps trigger other Revolt cards, and BW is fairly interested in that.
Kambal’s ability punishes enough cards for him to be something you play most of the time in BW. Just triggering it once is pretty good, and if he does any more than that, you’ll really be in business.
So even without Improvise, this would be a fairly solid card. 5 mana for a 2/2 and two 1/1 Thopters just isn’t that bad! And it comes with improvise, so you often end up paying 3 or 4 to add these three bodies to the board, and two of them have evasion! This is a very strong signpost uncommon.
The planeswalker part of the card is almost irrelevant in Limited, but putting a +1/+1 counter on all of your creatures is pretty good in GW, so that’s okay.
This definitely isn’t exciting but it has good stats and is hard to block, and that’s a nice thing to have in RG.
Rashmi has an undoubtedly powerful effect, but you are really at the mercy of RNG. Sure, sometimes you’ll get a free spell out of the deal, but sometimes you’ll reveal a land, in which case she doesn’t do anything! If the spell is too expensive she draws you the card, which is pretty nice. Still, if she stays in play for any amount of time, she’s pretty likely to get you that free spell eventually, but don’t expect it to happen all the time.
This asks for a significant amount of work, but it isn’t impossible to set up. For example, if you attack with your two-drop and trade with the opponent, you can just play the Rallier and get it back! That’s a sequence that feels pretty good, and it isn’t outrageous or anything like that. However, sometimes you can’t get Revolt going, or don’t have the right creatures in your graveyard, and in those cases, the Rallier can be a bummer.
This card is great. RW is aggressive enough that blanking a blocker when this attacks can often mean game over for your opponent, and its important to note that it also makes things unable to block when it crews Vehicles, which is nice.
This almost always has something to get back for you, and that means it is almost always an easy 2-for-1.
This does a whole lot for only three mana! A 3-mana 3/2 that draws you a card would already be quite impressive, so the addition of Energy is great. This helps power your energy synergies while also just being a 2-for-1.
Saheeli isn’t that great in Limited. You have to have some sort of board state or she can only just do her +1 ability, which – while fine, doesn’t really do that much. Her -2 is certainly powerful, but it also doesn’t do anything to protect her, and needs a worthwhile thing to copy. Her ultimate is pretty powerful of course, but without a built-in way to remove things or protect herself, she’s just not going to get there. She’s solid, but not much more than that.
This adds a reasonably efficient flyer to the board while locking down your opponent’s best creature for a turn cycle, so it does a great job of helping you stabilize or press an advantage.
This is a planeswalker that gives you fixing, which is kind of nice. He also has a -2 that can act as removal. He can make artifacts on his own, and the format has enough other artifacts, that the -2 giving -2/-2 or -3/-3 isn’t outlandish, and that’s often a pretty good way to take down a creature. His ultimate is nice, and can turn his Etherium Cells into 5/5s, which is pretty cool. Tezzeret’s not a bomb planeswalker who takes over games, but he’s a pretty nice artifact-payoff for UB decks that can certainly help you win games.
Making any ol’ artifact into a 5/5 for three mana wouldn’t be that good, because it would set you up for a 2-for-1 without that much of a payoff. However, Tezzeret’s touch gets around that by giving you the artifact back when it dies, and that makes it pretty nice. However, it is kind of awkward that it doesn’t work with Servos, which are one of the more attractive targets for an effect like this.
Most of the time, this will kill your opponent’s best creature and bolt your opponent in the face. If that’s not premium removal, I don’t know what is.
Most of the time, this will kill your opponent’s best creature and bolt your opponent in the face. If that’s not premium removal, I don’t know what is.
If you drop this on turn two, it does a pretty good job of taking over the game, since on the next two turns it attacks as a 4/3 with Trample. Now, those boost are temporary, and eventually the Brawler will get a little outclassed, but a 4/3 trampler is relevant on most boards.
This asks not only for Artifacts, but artifact creatures in particular. However, you’ll have them in this format, since there are lots of Servos among the other artifacts. And, making a servo into a 3/1 every turn can be a real problem for your opponent on many board states.
This is, at worst, a 3-mana 2/3 that makes a 1/1 Thopter – that’s a card you’d always play, and obviously it has the potential to churn out more than one Thopter token.
This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
This has great stats, and giving you extra energy and extra +1/+1 counters comes up a whole lot in this format.
This is crazy easy to crew and has massive stats and evasion for its cost, and it can even use up energy to gain you life, at which point your opponent is going to have a challenging time racing you.
This is very difficult to make work in Limited. You need to find some huge scary things worth cheating into play and lots of ways to make energy, and doing that is difficult. Not quite impossible, but not super likely either.
This can really go nuts. This format has a ton of +1/+1 counters, especially in BG, and having the option to make a Servo every time you put one of those counters on something is great. The activated ability is a little clunky, but it’s a pretty decent mana sink.
Powering this out with Improvise on turn 5 is pretty doable, and it is a real problem when that’s the case, though it does usually eventually meet its end since it won’t stop attacking.
Being an artifact matters in this set, and this offers a decent body that can gain Vigilance. Like the rest of this cycle, Bastion Mastodon is pretty solid.
This doesn’t have as insane of stats as some of the other Vehicles around, but it draws you a card, and that more than makes up for that.
If you can play this on turn one and have it stick around, it ends up being a nice source of card advantage in the later game. Problem is, for the rest of the game it isn’t especially good, since it won’t be a very good attacker. Sure, even if it attacks and dies, you can pitch your hand to draw the card that goes under it, but that’s not exactly a big deal.
This format has plenty of artifact creatures for the Chief to pump, and that means it often comes down and changes the board immediately.
This can really help you go wide in a hurry, which is useful for White decks, and it also gives you two artifacts on turn two, which can really help out cards with Improvise.
Yeah, you mostly won’t play this. It just doesn’t do anything but block, and it doesn’t even do that very well.
This format has some nice Energy payoffs. This isn’t one of them. Only hitting players is a big problem, and even though it can just tap to give you energy, it usually doesn’t feel like its worth a card.
This is a huge efficient creature when it can be crewed, and it can also give you some ramp and fixing. That’s a pretty awesome package.
This is fairly easy to crew and decently sized, but the fact it has to give itself up after its second attack is a little bit of a bummer, as there are definitely times where you’d prefer to keep it in play.
This gives you a bunch of energy over the course of the game, and can help you rebuy ETB effects, but in most decks it doesn’t really feel worth it.
Most of the vehicles in this set are solid or better. This isn’t one of them. Yeah, its huge when it gets going, but Crew 5 is massive and even if really small creatures can’t block it, its still very chumpable, and takes a lot of set up.
This is an artifact in a set that cares about that, and has decent stats and the ability to gain flying. You’ll play this pretty often in Blue.
So, even if you end up with a ton of spells, you have to cast three before this can use its ability the first time. That’s way too slow. The good news is, if you have other Energy sources, you can get it going a little more effectively – but your deck has to have both a lot of energy and a lot of instants and sorceries to get this going, and that just won’t be most decks.
If you need a two drop or an Artifact, you could do worse.
There just aren’t enough way to pump the pummeler or to make a ton of energy for this to be worth it in most of the time.
If you’re good at making Energy, this is a pretty darn powerful payoff for it, as getting those +1/+1 counters is a big deal. In the late game, its ability basically gives you an energy AND a +1/+1 counter too, and that’s not a terrible mana sink.
This little fox gives you a ton of value. It gains you life, can trade for an X/2, and draws you a card when it does! And its an artifact in a set that loves them.
So, this can kill a couple of X/1s or an X/2 for 4 mana. That’s not exactly incredible, but hey – its an artifact, and that helps elevate it a bit.
This reduces the cost of a lot of cards in the set and has decent stats.
This is cheap, big, evasive and relatively easy to crew the turn after you play it. You’ll basically never crew it by giving up a loyalty counter, but that doesn’t matter. This can take over games even just crewing the old-fashioned way.
One mana 1/1 flyers tend to get outclassed quickly, but this one is an Artifact in a set that cares about them, and has a tiny bit of additional upside. Turning off removal for a turn isn’t a bad idea in some cases. Still, this little Thopter won’t really feel worth a card all the time.
So, you basically pay a total of 4 mana for two cards, which isn’t completely terrible – and you can spread it out over a couple of turns. It is also an artifact, and one that can get Revolt going.
If you consistently can use this to make an opponent discard and you draw, it feels alright. It just won’t always do that. Still, at least it isn’t blank in the late game, since you can basically cash it in for a card. It also gets revolt going.
This gives a kind of passable boost for the casting and Equip cost, but what really makes it a nice card is the fact that it equips for free to an Artificer when it enters the battlefield, and this format has a ton of them. Playing this on turn one and an Artificer on turn two happens all the time in this format, and is a pretty amazing start.
This vehicle isn’t as exciting as some of the others, but it can do the job.
This ends up letting you loot and make creatures unblockable, and that’s a pretty nice to have around to close out a game.
Scry 1 every upkeep isn’t really worth a card and 3 mana, but if you’re playing Green, this also turns into a whole lot of extra cards. And, the Scry actually ends up helping you find those creature spells to draw even more cards.
This has a solid mana sink ability that can draw you cards, but is pretty irrelevant in the early and mid game.
This has a solid mana sink ability that can draw you cards, but is pretty irrelevant in the early and mid game.
This isn’t as impressive stats-wise as some other vehicles, but it crews for 2 and untaps an artifact or creature when it attacks, which can include whatever crewed it, and that ends up being pretty decent.
Like the rest of this cycle, this is reasonably costed, is an artifact, and can gain a useful keyword. In this case, it can trade.
There aren’t really any shenanigans you can do with Ornithopter in this format, so you mostly don’t play it.
This has huge power for only 4 mana and crew 1, and can often get in for 6 the first time without being blocked. It doesn’t always happen – especially in a format with a bunch of Servos – but even if they lose a servo and take 5, it doesn’t feel too bad. If you do get in that first time though, the Dragster is pretty incredible.
This is pretty much Icy Manipulator, though costing two to tap the thing does weaken it some. But hey, it only costs one to cast in the first place, and turns on all sorts of Artifact synergy. This is one of the best Uncommons in the set.
When you can get this going, it is a lot of fun. You’re most likely to do it in UW, but more often than not, you don’t get enough ETB abilities to make this worth it.
This doesn’t do anything in Limited.
This is kind of hard to crew for a 6/6, but the additional ability to make Vehicles into creatures without Crewing them is pretty nice.
Yeah, this isn’t really worth it. Early on it gains you some life, but that doesn’t matter a whole lot in this format. Then, later, you can cash it in for a card for a wopping 5 mana. Even in a format that loves artifacts, there isn’t much of a reason to play this thing.
This is too slow and costly to be worth it in this format.
Yet another efficient artifact creature that can gain a useful keyword, and yet another 2.5.
This card might not look very exciting, but it does a whole lot! It does stuff with your Artifact synergies, can set up Revolt for free, lets you play fewer lands, and helps you splash.
3 life and 3 energy isn’t really enough to offset the bad stats this has. It isn’t unplayable, but you won’t play it very often.
This has passable stats and it will sometimes let you return things from the graveyard, though getting the exact right mana values in there isn’t always going to happen.
This thing can be a real nuisance. Sure, it can’t block, but it is a 2-mana 3/2 that can come back to the battlefield directly! It can’t do it forever, since it does consume creature cards in your graveyard to do it in the first place, but it can do it a few times per game in most cases, and a 3/2 that just keeps coming back and attacking can be a serious problem.
This gives you two artifacts on turn two, which is pretty good at setting up Improvise and other Artifact payoffs. Ideally, your deck also has some ways to sacrifice the Schematic so you can get that second servo.
The mana and crew cost here are both quite low, and thanks to Flying this can attack pretty much all game long.
This is an incredible bomb. It is large, relatively easy to crew, and has Flying – but that’s not what pushes it into bomb territory. Instead, it’s the fact that you get to Lightning bolt a creature every time it attacks or enters the Battlefield. Because it does it on ETB, it means you’ll get value out of it even if your opponent kills Skysovereign right away, and if they don’t, it is going to slowly destroy their board while attacking hard in the air, which is pretty hard to beat.
If you really need Artifacts and/or removal, you can play this, but most of the time you won’t.
This is probably the best Uncommon in the set. Crew 1 is really low, and this can quickly grow to the point where opposing creatures just can’t block it effectively.
Like the rest of this cycle, this is a pretty solid creature to have in your Red decks.
This is really slow, but if you’re a control deck, it does a decent job as a win condition.
If you’re interested in energy, this can give you 6 all on its own while also gaining you 6 life. That life gain actually matters too, because playing this and sacrificing this is pretty slow, but the life gain does offset that a bit. You won’t play this in any but the most all-in energy decks.
It isn’t super difficult to have an Artifact in your graveyard for this to return, but because of its mediocre stats, it will mostly just be chump blocking and returning an artifact, which isn’t amazing.
This gives you really good fixing, especially because having more energy to use on it really isn’t that hard.
These give you good fixing and will come into play untapped in the early game, which is nice.
These give you good fixing and will come into play untapped in the early game, which is nice.
These give you good fixing and will come into play untapped in the early game, which is nice.
These give you good fixing and will come into play untapped in the early game, which is nice.
If you get to three or more artifacts, this gives you some nice incidental life gain, and can also be used to tutor up an artifact. Getting to three artifacts isn’t a stretch, but you also won’t always have an Artifact really worth tutoring up. Obviously, this gets better in an artifact-heavy deck that has some super powerful Artifacts, like a Gearhulk or something.
This gives pretty good fixing. Controlling one artifact isn’t a huge hurdle in this format, though sometimes getting this in the early game can be a bummer since it will only produce colorless.
These give you good fixing and will come into play untapped in the early game, which is nice.
The fac this replaces itself is a pretty big deal. Most of the time filter artifacts aren’t worth a card, but this is literally worth a card and then some because of that. And, this format really cares about artifacts.
If you have one Self Assembler, don’t play it. If you manage to get a second one, you’re actually kind of in business. A 5-mana 4/4 isn’t good, but it does draw you another one, and making sure you have those plays on back to back turns is pretty nice. Because of the mana cost running more than 3 probably isn’t a great idea, but chaining those three together is pretty nice, even with mediocre stats.
This isn’t as exciting as some of the other vehicles in the set, but it is big and can pick off small creatures or damage the opponent when it attacks.
It isn’t especially easy to get this into reasonably castable territory, especially because a lot of your artifacts will be tokens and stuff like that, but it can happen in some decks.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon|White|Creature — Dwarf Soldier
|
3.5 | 4.3 | 2.72 | 116 | 2.84 | 239 |
ss-uncommon|White|Creature — Human Pilot
|
3.0 | 3.1 | 5.39 | 100 | 4.95 | 498 |
ss-common text-light|White|Creature — Dwarf Artificer
|
2.0 | 1.2 | 9.69 | 184 | 7.32 | 2114 |
ss-rare|White|Creature — Bird
|
4.5 | 4.7 | 1.78 | 46 | 2.25 | 59 |
ss-uncommon|White|Creature — Dwarf Scout
|
3.5 | 3.5 | 4.47 | 118 | 4.08 | 375 |
ss-common text-light|White|Instant
|
1.0 | 0.4 | 11.58 | 211 | 9.31 | 2799 |
ss-mythic|White|Creature — Angel
|
5.0 | 4.9 | 1.22 | 23 | 1.80 | 26 |
ss-common text-light|White|Creature — Dwarf Rogue
|
2.5 | 1.5 | 9.05 | 333 | 8.00 | 2364 |
ss-rare|White|Enchantment
|
0.5 | 4.3 | 2.59 | 22 | 2.85 | 92 |
ss-common text-light|White|Creature — Dwarf Artificer
|
2.5 | 1.8 | 8.44 | 317 | 7.47 | 2075 |
ss-common text-light|White|Instant
|
2.0 | 1.1 | 10.06 | 236 | 8.30 | 2434 |
ss-rare|White|Artifact Creature — Construct
|
4.0 | 4.8 | 1.62 | 34 | 1.67 | 39 |
ss-common text-light|White|Enchantment — Aura
|
1.0 | 0.4 | 11.51 | 200 | 9.34 | 2698 |
ss-common text-light|White|Creature — Dwarf Artificer
|
2.5 | 1.9 | 8.24 | 252 | 6.83 | 1924 |
ss-common text-light|White|Creature — Bird
|
3.5 | 2.9 | 5.75 | 419 | 5.66 | 1638 |
ss-common text-light|White|Creature — Bird
|
2.5 | 2 | 7.83 | 306 | 6.82 | 1872 |
ss-uncommon|White|Creature — Dwarf Soldier
|
4.0 | 4.1 | 3.15 | 134 | 3.13 | 323 |
ss-common text-light|White|Sorcery
|
2.0 | 1.2 | 9.69 | 244 | 8.03 | 2340 |
ss-rare|White|Sorcery
|
4.5 | 4.4 | 2.35 | 43 | 2.34 | 70 |
ss-uncommon|White|Creature — Dwarf Pilot
|
3.5 | 3 | 5.55 | 112 | 4.53 | 452 |
ss-common text-light|White|Creature — Dwarf Artificer
|
3.0 | 2.8 | 6.16 | 365 | 5.95 | 1674 |
ss-common text-light|White|Creature — Human
|
2.0 | 0.8 | 10.69 | 275 | 8.96 | 2765 |
ss-common text-light|White|Instant
|
2.5 | 2 | 7.96 | 252 | 6.72 | 1933 |
ss-common text-light|White|Instant
|
0.5 // 2.5 | 0.7 | 10.90 | 224 | 9.02 | 2653 |
ss-rare|White|Creature — Dwarf Artificer
|
4.0 | 4.7 | 1.74 | 46 | 2.13 | 63 |
ss-common text-light|White|Creature — Human Artificer
|
3.0 | 2.4 | 6.91 | 371 | 6.48 | 1855 |
ss-uncommon|White|Sorcery
|
1.0 | 1 | 10.18 | 68 | 6.91 | 724 |
ss-uncommon|White|Creature — Dwarf Artificer
|
2.5 | 2.1 | 7.70 | 79 | 5.37 | 537 |
ss-common text-light|White|Enchantment — Aura
|
4.0 | 3.2 | 5.08 | 417 | 5.10 | 1423 |
ss-rare|White|Sorcery
|
2.5 | 2.8 | 6.04 | 92 | 4.97 | 526 |
ss-uncommon|White|Instant
|
3.5 | 3.6 | 4.36 | 112 | 3.54 | 303 |
ss-rare|White|Legendary Creature — Dwarf Advisor
|
3.0 | 4.6 | 1.91 | 35 | 2.08 | 59 |
ss-rare|White|Sorcery
|
4.0 | 4.4 | 2.37 | 41 | 2.02 | 64 |
ss-uncommon|White|Enchantment
|
4.0 | 4 | 3.27 | 137 | 3.15 | 324 |
ss-rare|White|Creature — Dwarf Artificer
|
2.5 | 4.4 | 2.43 | 37 | 2.29 | 98 |
ss-uncommon|White|Creature — Dwarf Artificer
|
3.5 | 3.3 | 4.92 | 98 | 3.87 | 350 |
ss-uncommon|White|Creature — Angel
|
3.5 | 3.6 | 4.18 | 112 | 3.63 | 335 |
ss-uncommon|Blue|Enchantment — Aura
|
3.0 | 2.6 | 6.64 | 86 | 4.83 | 456 |
ss-common text-light|Blue|Creature — Vedalken Artificer
|
3.5 | 3 | 5.52 | 341 | 5.24 | 1485 |
ss-common text-light|Blue|Creature — Vedalken Rogue
|
2.0 | 1.6 | 8.88 | 203 | 7.27 | 2097 |
ss-common text-light|Blue|Instant
|
1.0 | 0.3 | 11.83 | 163 | 9.20 | 2734 |
ss-rare|Blue|Legendary Creature — Human Wizard
|
3.0 | 3.8 | 3.88 | 32 | 3.79 | 116 |
ss-rare|Blue|Sorcery
|
3.5 | 4.5 | 2.20 | 35 | 2.33 | 62 |
ss-uncommon|Blue|Instant
|
0.5 | 0.3 | 11.91 | 64 | 7.92 | 854 |
ss-rare|Blue|Sorcery
|
4.5 | 4.5 | 2.12 | 51 | 2.21 | 85 |
ss-rare|Blue|Instant
|
1.5 | 3.3 | 4.85 | 26 | 3.89 | 139 |
ss-uncommon|Blue|Enchantment
|
1.0 | 2.4 | 7.07 | 44 | 5.17 | 443 |
ss-common text-light|Blue|Creature — Serpent
|
3.0 | 2.5 | 6.74 | 235 | 6.29 | 1762 |
ss-uncommon|Blue|Instant
|
3.0 | 2.8 | 5.98 | 81 | 4.56 | 440 |
ss-uncommon|Blue|Creature — Bird
|
3.0 | 2.9 | 5.91 | 91 | 4.79 | 482 |
ss-common text-light|Blue|Creature — Drake
|
2.5 | 1.7 | 8.56 | 233 | 7.65 | 2234 |
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 1.7 | 8.56 | 247 | 7.54 | 2179 |
ss-uncommon|Blue|Instant
|
1.5 | 1.2 | 9.68 | 41 | 6.50 | 605 |
ss-common text-light|Blue|Instant
|
2.5 | 1.1 | 9.88 | 245 | 8.51 | 2515 |
ss-common text-light|Blue|Enchantment — Aura
|
3.0 | 1.9 | 8.07 | 274 | 7.08 | 2049 |
ss-common text-light|Blue|Instant
|
1.0 | 0.6 | 11.13 | 141 | 8.52 | 2543 |
ss-mythic|Blue|Enchantment
|
1.0 // 4.0 | 3.9 | 3.50 | 6 | 2.91 | 35 |
ss-uncommon|Blue|Creature — Vedalken Advisor
|
1.0 | 1.3 | 9.48 | 52 | 6.58 | 679 |
ss-common text-light|Blue|Creature — Vedalken Artificer
|
1.5 | 0.7 | 10.78 | 172 | 8.67 | 2522 |
ss-rare|Blue|Legendary Creature — Vedalken Artificer
|
3.5 | 4.6 | 1.89 | 27 | 2.14 | 80 |
ss-rare|Blue|Instant
|
0.0 | 3.3 | 4.93 | 29 | 4.35 | 166 |
ss-common text-light|Blue|Instant
|
1.0 | 0.2 | 11.92 | 159 | 9.39 | 2792 |
ss-common text-light|Blue|Instant
|
2.0 | 0.6 | 11.17 | 228 | 9.44 | 2832 |
ss-uncommon|Blue|Creature — Vedalken Rogue
|
2.5 | 2.5 | 6.66 | 70 | 4.88 | 486 |
ss-common text-light|Blue|Creature — Fish
|
1.0 | 0.4 | 11.59 | 196 | 9.36 | 2845 |
ss-uncommon|Blue|Sorcery
|
2.5 | 2.2 | 7.34 | 56 | 5.38 | 550 |
ss-uncommon|Blue|Creature — Human Pirate
|
3.0 | 3.1 | 5.37 | 89 | 4.26 | 468 |
ss-common text-light|Blue|Sorcery
|
1.5 | 0.4 | 11.57 | 185 | 9.39 | 2801 |
ss-common text-light|Blue|Creature — Turtle
|
2.5 | 1.4 | 9.37 | 263 | 8.18 | 2408 |
ss-rare|Blue|Artifact Creature — Construct
|
5.0 | 4.9 | 1.38 | 16 | 1.32 | 20 |
ss-uncommon|Blue|Creature — Human Wizard
|
0.0 // 2.5 | 2.9 | 5.87 | 60 | 5.00 | 450 |
ss-common text-light|Blue|Creature — Human Artificer
|
2.0 | 0.8 | 10.67 | 220 | 9.02 | 2715 |
Whir of Invention
0.0 You just won’t have enough Artifacts or mana to make this worth it in Limited.
ss-rare|Blue|Instant
|
0.0 | 2.6 | 6.57 | 30 | 4.78 | 209 |
ss-uncommon|Blue|Creature — Human Artificer
|
3.5 | 3.1 | 5.32 | 75 | 4.24 | 441 |
ss-common text-light|Black|Creature — Human Artificer
|
3.5 | 3 | 5.71 | 326 | 5.38 | 1572 |
ss-uncommon|Black|Creature — Aetherborn Rogue
|
3.0 | 3.5 | 4.38 | 71 | 3.71 | 346 |
Alley Strangler
1.5 This has alright stats and an evasive keyword ability. You’ll play it sometimes.
ss-common text-light|Black|Creature — Aetherborn Rogue
|
1.5 | 0.6 | 11.02 | 201 | 9.00 | 2640 |
ss-common text-light|Black|Sorcery
|
4.0 | 3.5 | 4.40 | 353 | 4.45 | 1191 |
ss-common text-light|Black|Creature — Aetherborn Artificer
|
1.5 | 0.8 | 10.60 | 174 | 8.53 | 2539 |
ss-mythic|Black|Creature — Demon
|
5.0 | 4.8 | 1.44 | 27 | 1.90 | 30 |
ss-common text-light|Black|Sorcery
|
3.0 | 2.3 | 7.11 | 293 | 6.29 | 1774 |
ss-uncommon|Black|Creature — Human Warrior
|
3.0 | 2.3 | 7.28 | 92 | 5.43 | 570 |
ss-uncommon|Black|Instant
|
4.0 | 3.8 | 3.84 | 121 | 3.57 | 315 |
ss-rare|Black|Instant
|
4.0 | 4.2 | 2.92 | 87 | 2.96 | 252 |
ss-common text-light|Black|Creature — Insect
|
2.5 | 1.3 | 9.61 | 239 | 8.03 | 2303 |
ss-common text-light|Black|Sorcery
|
2.0 | 0.6 | 11.22 | 195 | 8.82 | 2554 |
ss-uncommon|Black|Creature — Insect
|
2.5 | 2.3 | 7.28 | 85 | 5.00 | 506 |
ss-common text-light|Black|Creature — Bat
|
2.5 | 1.5 | 8.96 | 256 | 7.59 | 2260 |
ss-common text-light|Black|Creature — Human Rogue
|
1.5 | 0.6 | 11.03 | 207 | 9.15 | 2747 |
ss-uncommon|Black|Creature — Insect
|
2.5 | 2.3 | 7.31 | 67 | 5.43 | 540 |
ss-uncommon|Black|Creature — Aetherborn Vampire
|
3.5 | 4 | 3.32 | 95 | 3.08 | 291 |
ss-rare|Black|Creature — Human Rogue
|
3.5 | 4.8 | 1.61 | 36 | 1.92 | 69 |
ss-rare|Black|Legendary Creature — Aetherborn Rogue
|
4.5 | 4.8 | 1.60 | 55 | 1.57 | 69 |
ss-mythic|Black|Creature — Demon
|
5.0 | 4.8 | 1.58 | 19 | 1.50 | 22 |
ss-common text-light|Black|Sorcery
|
2.0 | 1.4 | 9.37 | 251 | 8.11 | 2357 |
ss-rare|Black|Sorcery
|
0.0 | 2.5 | 6.69 | 35 | 5.66 | 256 |
ss-uncommon|Black|Instant
|
1.0 | 2.2 | 7.43 | 54 | 5.85 | 615 |
ss-rare|Black|Creature — Human Artificer
|
4.5 | 4.6 | 1.88 | 41 | 1.91 | 67 |
ss-common text-light|Black|Creature — Human Artificer
|
2.5 | 1.7 | 8.67 | 259 | 7.47 | 2182 |
ss-rare|Black|Enchantment
|
4.0 | 3.5 | 4.40 | 62 | 4.40 | 177 |
ss-common text-light|Black|Sorcery
|
1.0 | 0.3 | 11.88 | 178 | 9.50 | 2748 |
ss-common text-light|Black|Creature — Aetherborn Warrior
|
1.5 | 1 | 10.09 | 200 | 8.38 | 2505 |
ss-common text-light|Black|Creature — Human Rogue
|
1.5 | 1 | 10.15 | 168 | 8.30 | 2406 |
ss-rare|Black|Artifact Creature — Construct
|
5.0 | 4.9 | 1.24 | 25 | 1.23 | 31 |
ss-common text-light|Black|Instant
|
1.5 | 0.6 | 11.17 | 172 | 8.65 | 2539 |
ss-uncommon|Black|Creature — Human Artificer
|
2.0 | 1.8 | 8.29 | 56 | 5.65 | 594 |
ss-common text-light|Black|Instant
|
2.5 | 1.7 | 8.49 | 245 | 7.57 | 2193 |
ss-uncommon|Black|Enchantment
|
3.0 | 2.9 | 5.77 | 66 | 4.45 | 441 |
ss-uncommon|Black|Creature — Aetherborn Warrior
|
3.5 | 3.9 | 3.64 | 92 | 3.12 | 304 |
ss-uncommon|Black|Creature — Aetherborn Artificer
|
3.5 | 3.1 | 5.34 | 93 | 4.13 | 448 |
ss-rare|Black|Legendary Creature — Aetherborn Vampire
|
3.0 | 4.7 | 1.68 | 44 | 1.81 | 71 |
ss-rare|Black|Sorcery
|
3.5 | 4.6 | 1.86 | 28 | 2.11 | 64 |
ss-common text-light|Red|Creature — Human Artificer
|
3.5 | 3.2 | 5.20 | 501 | 5.18 | 1485 |
ss-uncommon|Red|Creature — Human Rogue
|
2.5 | 3.2 | 5.27 | 92 | 4.15 | 428 |
ss-common text-light|Red|Instant
|
2.0 | 0.9 | 10.33 | 281 | 8.56 | 2559 |
ss-common text-light|Red|Sorcery
|
1.0 | 0.1 | 12.21 | 211 | 9.95 | 3058 |
ss-mythic|Red|Legendary Planeswalker — Chandra
|
5.0 | 5 | 1.05 | 20 | 1.05 | 21 |
ss-common text-light|Red|Instant
|
3.0 | 2.6 | 6.59 | 377 | 5.98 | 1710 |
ss-common text-light|Red|Sorcery
|
3.0 | 2.8 | 6.07 | 393 | 6.02 | 1648 |
ss-rare|Red|Artifact Creature — Construct
|
4.0 | 4.9 | 1.38 | 24 | 1.43 | 29 |
ss-common text-light|Red|Sorcery
|
0.5 // 2.5 | 0.5 | 11.33 | 251 | 9.61 | 2916 |
ss-uncommon|Red|Creature — Giant
|
3.0 | 2.8 | 6.00 | 111 | 4.99 | 502 |
ss-rare|Red|Instant
|
1.5 | 2.8 | 6.05 | 21 | 4.48 | 158 |
ss-rare|Red|Creature — Dragon
|
4.5 | 4.7 | 1.71 | 51 | 1.69 | 61 |
ss-common text-light|Red|Creature — Human Warrior
|
2.0 | 0.8 | 10.73 | 260 | 9.30 | 2749 |
ss-uncommon|Red|Sorcery
|
2.0 | 3.2 | 5.14 | 69 | 4.38 | 421 |
ss-uncommon|Red|Instant
|
4.0 | 4.1 | 3.06 | 140 | 3.00 | 281 |
ss-common text-light|Red|Sorcery
|
1.0 | 0.1 | 12.30 | 174 | 9.46 | 2775 |
ss-uncommon|Red|Instant
|
4.0 | 3.9 | 3.48 | 118 | 3.20 | 312 |
ss-mythic|Red|Sorcery
|
0.0 | 3.4 | 4.61 | 18 | 4.16 | 68 |
ss-uncommon|Red|Creature — Human Artificer
|
1.5 | 2.2 | 7.37 | 73 | 5.39 | 540 |
ss-uncommon|Red|Instant
|
2.0 | 1.6 | 8.91 | 79 | 6.18 | 687 |
ss-rare|Red|Legendary Creature — Human Pirate
|
3.5 | 4.8 | 1.59 | 41 | 2.17 | 62 |
ss-rare|Red|Sorcery
|
1.5 | 3.6 | 4.15 | 27 | 3.11 | 119 |
ss-common text-light|Red|Creature — Lizard
|
0.5 | 0.1 | 12.27 | 209 | 10.16 | 3087 |
ss-rare|Red|Legendary Creature — Human Artificer
|
4.0 | 4.8 | 1.54 | 52 | 1.61 | 72 |
ss-common text-light|Red|Instant
|
1.5 | 0 | 12.43 | 258 | 10.25 | 3013 |
Quicksmith Genius
2.5 A three mana 3/2 that rummages sometimes is fine, but not much more than that.
ss-uncommon|Red|Creature — Human Artificer
|
2.5 | 2.1 | 7.62 | 79 | 5.38 | 572 |
ss-rare|Red|Creature — Human Artificer
|
4.0 | 4.6 | 1.91 | 76 | 2.52 | 100 |
ss-uncommon|Red|Creature — Gremlin
|
2.0 | 0.8 | 10.71 | 76 | 7.52 | 793 |
ss-common text-light|Red|Creature — Human Artificer
|
2.5 | 1.4 | 9.24 | 276 | 7.64 | 2266 |
ss-common text-light|Red|Creature — Gremlin
|
1.5 | 0.4 | 11.68 | 240 | 9.60 | 2794 |
ss-common text-light|Red|Creature — Gremlin
|
2.5 | 1.6 | 8.91 | 287 | 7.94 | 2314 |
ss-uncommon|Red|Creature — Human Artificer
|
3.0 | 3.9 | 3.67 | 96 | 3.43 | 295 |
ss-uncommon|Red|Enchantment — Aura
|
1.0 | 1.7 | 8.66 | 58 | 6.38 | 661 |
ss-rare|Red|Creature — Dragon
|
4.5 | 4.8 | 1.53 | 43 | 1.71 | 60 |
ss-uncommon|Red|Creature — Human Pilot
|
2.0 | 1.9 | 8.04 | 69 | 5.26 | 564 |
ss-common text-light|Red|Creature — Human Rogue
|
2.5 | 1.5 | 8.95 | 297 | 7.96 | 2262 |
ss-common text-light|Red|Creature — Human Artificer
|
2.5 | 2 | 7.85 | 328 | 7.04 | 2070 |
ss-common text-light|Red|Instant
|
4.0 | 3.4 | 4.76 | 500 | 4.98 | 1423 |
ss-common text-light|Green|Instant
|
2.0 | 1 | 10.13 | 228 | 8.31 | 2427 |
ss-uncommon|Green|Creature — Beast
|
4.0 | 3.9 | 3.53 | 128 | 3.51 | 332 |
ss-uncommon|Green|Creature — Elf Artificer
|
3.5 | 3.3 | 4.87 | 98 | 4.32 | 414 |
ss-common text-light|Green|Sorcery
|
3.0 | 2.6 | 6.51 | 338 | 6.11 | 1731 |
ss-uncommon|Green|Instant
|
2.0 | 2.6 | 6.46 | 85 | 4.97 | 495 |
ss-rare|Green|Creature — Hydra
|
4.5 | 4.9 | 1.31 | 36 | 1.88 | 45 |
ss-common text-light|Green|Instant
|
0.5 | -0 | 12.48 | 181 | 10.18 | 3041 |
ss-uncommon|Green|Sorcery
|
1.0 | 0.7 | 10.78 | 55 | 7.07 | 731 |
ss-common text-light|Green|Creature — Elf Druid
|
2.5 | 2.6 | 6.53 | 266 | 5.77 | 1612 |
ss-rare|Green|Creature — Elephant
|
2.5 | 4.4 | 2.49 | 39 | 2.47 | 97 |
ss-rare|Green|Instant
|
2.0 | 4.2 | 2.98 | 42 | 3.16 | 121 |
ss-common text-light|Green|Creature — Elf Artificer
|
2.5 | 1.4 | 9.34 | 297 | 8.51 | 2476 |
ss-common text-light|Green|Instant
|
1.5 | 1.1 | 9.89 | 250 | 8.34 | 2448 |
ss-common text-light|Green|Sorcery
|
3.0 | 2.7 | 6.20 | 346 | 5.75 | 1587 |
ss-common text-light|Green|Creature — Elf Druid
|
3.0 | 2.4 | 6.91 | 345 | 6.52 | 1859 |
ss-common text-light|Green|Creature — Elf Warrior
|
2.0 | 2.1 | 7.74 | 236 | 6.92 | 1934 |
ss-uncommon|Green|Creature — Cat
|
3.5 | 4.2 | 2.81 | 121 | 2.64 | 253 |
ss-uncommon|Green|Creature — Human Warrior
|
4.0 | 3.7 | 4.03 | 154 | 3.81 | 360 |
ss-uncommon|Green|Sorcery
|
3.0 | 3.2 | 5.28 | 80 | 4.28 | 391 |
ss-uncommon|Green|Creature — Elf Warrior
|
2.5 | 2.6 | 6.65 | 83 | 4.66 | 469 |
ss-uncommon|Green|Sorcery
|
3.5 | 4 | 3.37 | 110 | 3.27 | 341 |
ss-mythic|Green|Legendary Planeswalker — Nissa
|
4.5 | 4.9 | 1.25 | 24 | 1.32 | 25 |
ss-common text-light|Green|Instant
|
1.0 | 0.4 | 11.67 | 212 | 9.67 | 2910 |
ss-rare|Green|Legendary Creature — Human Artificer
|
3.5 | 4.7 | 1.68 | 44 | 1.85 | 66 |
ss-uncommon|Green|Creature — Elf Druid
|
2.0 | 2.1 | 7.61 | 61 | 5.08 | 532 |
ss-common text-light|Green|Creature — Elf Artificer
|
3.5 | 3 | 5.61 | 371 | 5.42 | 1577 |
ss-uncommon|Green|Creature — Pangolin Beast
|
4.5 | 4.2 | 2.77 | 123 | 2.96 | 245 |
ss-common text-light|Green|Creature — Cat
|
2.0 | 2.6 | 6.47 | 277 | 6.07 | 1662 |
ss-rare|Green|Legendary Creature — Elf Druid
|
4.5 | 4.8 | 1.60 | 45 | 1.68 | 65 |
ss-rare|Green|Sorcery
|
3.5 | 4.4 | 2.39 | 46 | 2.18 | 76 |
ss-common text-light|Green|Creature — Elf Druid
|
1.5 | 1.3 | 9.54 | 223 | 7.66 | 2204 |
ss-uncommon|Green|Creature — Elf Druid
|
3.5 | 3.8 | 3.71 | 102 | 3.42 | 344 |
ss-common text-light|Green|Creature — Rhino
|
3.0 | 3.3 | 4.94 | 328 | 4.59 | 1261 |
ss-common text-light|Green|Enchantment — Aura
|
1.0 | 1.3 | 9.62 | 220 | 8.28 | 2383 |
ss-rare|Green|Artifact Creature — Construct
|
5.0 | 4.9 | 1.21 | 33 | 1.19 | 36 |
ss-common text-light|Green|Creature — Elf Druid
|
2.5 | 1.7 | 8.51 | 308 | 7.56 | 2133 |
ss-rare|Green|Sorcery
|
2.5 | 3.2 | 5.17 | 24 | 3.76 | 152 |
ss-mythic|White|Green|Legendary Planeswalker — Ajani
|
5.0 | 4.9 | 1.24 | 25 | 1.24 | 29 |
ss-uncommon|White|Blue|Creature — Human Scout
|
4.0 | 3.6 | 4.26 | 120 | 4.28 | 383 |
ss-uncommon|Blue|Black|Creature — Aetherborn Rogue
|
3.0 | 2.4 | 7.11 | 65 | 5.48 | 505 |
ss-rare|Blue|Black|Red|Sorcery
|
2.5 | 2.9 | 5.88 | 24 | 4.90 | 193 |
ss-rare|White|Red|Legendary Creature — Dwarf Pilot
|
4.0 | 4.5 | 2.12 | 42 | 2.67 | 86 |
ss-mythic|White|Blue|Legendary Planeswalker — Dovin
|
4.0 | 4.8 | 1.50 | 16 | 2.00 | 23 |
ss-uncommon|Blue|Green|Creature — Vedalken Scout
|
3.5 | 3.3 | 4.91 | 88 | 4.40 | 432 |
ss-uncommon|White|Green|Sorcery
|
2.5 | 1.5 | 9.14 | 87 | 6.78 | 742 |
ss-uncommon|Black|Green|Sorcery
|
2.5 | 1.2 | 9.75 | 85 | 7.15 | 734 |
ss-uncommon|White|Black|Enchantment
|
3.0 | 2.5 | 6.69 | 61 | 5.00 | 467 |
ss-rare|White|Black|Legendary Creature — Human Advisor
|
3.0 | 4.4 | 2.45 | 29 | 2.56 | 88 |
ss-uncommon|Blue|Red|Creature — Human Artificer
|
4.0 | 3.4 | 4.79 | 100 | 4.26 | 418 |
ss-rare|White|Green|Legendary Enchantment
|
3.0 | 3.8 | 3.87 | 38 | 3.40 | 127 |
ss-uncommon|Red|Green|Creature — Boar
|
3.5 | 2.6 | 6.59 | 115 | 5.76 | 551 |
ss-mythic|Blue|Green|Legendary Creature — Elf Druid
|
3.5 | 4.7 | 1.64 | 14 | 1.53 | 19 |
ss-rare|White|Green|Creature — Human Warrior
|
3.0 | 2.6 | 6.60 | 82 | 5.26 | 548 |
ss-uncommon|White|Red|Creature — Dwarf Pilot
|
4.0 | 3 | 5.61 | 129 | 5.29 | 544 |
ss-uncommon|White|Black|Creature — Human Artificer
|
4.0 | 2.7 | 6.33 | 95 | 5.02 | 424 |
ss-uncommon|Blue|Green|Creature — Human Rogue
|
4.0 | 3.5 | 4.49 | 126 | 4.40 | 426 |
ss-mythic|Blue|Red|Legendary Planeswalker — Saheeli
|
2.5 | 4.6 | 2.00 | 7 | 1.95 | 23 |
ss-uncommon|White|Blue|Creature — Human Soldier
|
3.5 | 3 | 5.62 | 85 | 4.95 | 458 |
ss-mythic|Blue|Black|Legendary Planeswalker — Tezzeret
|
3.5 | 4.7 | 1.64 | 14 | 1.68 | 22 |
ss-uncommon|Blue|Black|Enchantment — Aura
|
3.0 | 2.1 | 7.72 | 60 | 5.54 | 493 |
ss-uncommon|Black|Red|Instant
|
4.0 | 3.5 | 4.41 | 100 | 3.93 | 348 |
ss-uncommon|White|Red|Creature — Dwarf Pilot
|
3.5 | 2.6 | 6.46 | 84 | 5.28 | 512 |
ss-uncommon|Red|Green|Creature — Human Warrior
|
3.5 | 3.4 | 4.71 | 113 | 4.52 | 438 |
ss-uncommon|Black|Red|Creature — Human Artificer
|
3.5 | 2.4 | 6.97 | 90 | 5.79 | 537 |
ss-uncommon|Blue|Red|Creature — Vedalken Artificer
|
4.0 | 3.6 | 4.25 | 121 | 4.28 | 369 |
ss-uncommon|Black|Green|Creature — Snake
|
3.5 | 3.1 | 5.31 | 88 | 4.38 | 393 |
ss-rare||Artifact
|
0.0 | 4.1 | 3.21 | 29 | 3.64 | 126 |
ss-rare||Artifact — Vehicle
|
4.5 | 4.9 | 1.17 | 60 | 1.81 | 63 |
ss-mythic||Legendary Artifact
|
1.0 | 4.7 | 1.71 | 17 | 1.60 | 25 |
ss-rare||Artifact
|
3.5 | 4.7 | 1.69 | 39 | 1.82 | 65 |
ss-uncommon||Artifact Creature — Juggernaut
|
2.5 | 2.7 | 6.21 | 70 | 4.51 | 464 |
ss-common text-light||Artifact Creature — Elephant
|
2.5 | 1.3 | 9.51 | 243 | 8.12 | 2366 |
ss-uncommon||Artifact — Vehicle
|
3.0 | 3.7 | 3.92 | 106 | 3.24 | 325 |
ss-rare||Artifact Creature — Construct
|
2.0 | 4.1 | 3.03 | 38 | 2.71 | 107 |
ss-uncommon||Artifact Creature — Construct
|
3.0 | 4.2 | 2.91 | 88 | 2.66 | 261 |
ss-common text-light||Artifact
|
2.5 | 1.9 | 8.04 | 256 | 7.10 | 2045 |
ss-common text-light||Artifact Creature — Wall
|
0.5 | 0.5 | 11.40 | 117 | 8.63 | 2509 |
ss-common text-light||Artifact
|
1.0 | 1.2 | 9.85 | 178 | 7.80 | 2326 |
ss-rare||Artifact — Vehicle
|
4.0 | 4.9 | 1.34 | 44 | 1.58 | 55 |
ss-uncommon||Artifact — Vehicle
|
2.0 | 3.3 | 4.98 | 59 | 3.98 | 413 |
ss-uncommon||Artifact
|
1.5 | 2.5 | 6.80 | 45 | 4.56 | 406 |
ss-uncommon||Artifact — Vehicle
|
1.0 | 1.5 | 9.16 | 38 | 5.93 | 512 |
ss-common text-light||Artifact Creature — Bird
|
2.5 | 1 | 10.23 | 253 | 8.49 | 2508 |
ss-rare||Artifact
|
1.0 // 3.5 | 4.6 | 2.04 | 28 | 2.26 | 78 |
ss-common text-light||Artifact Creature — Construct
|
1.5 | 1.1 | 10.08 | 159 | 7.79 | 2317 |
ss-rare||Artifact Creature — Construct
|
1.0 | 4.1 | 3.12 | 26 | 2.85 | 109 |
ss-uncommon||Artifact
|
3.5 | 4 | 3.41 | 100 | 2.98 | 296 |
ss-uncommon||Artifact Creature — Fox
|
3.5 | 4.1 | 3.10 | 142 | 2.90 | 325 |
ss-common text-light||Artifact
|
1.5 | 0.7 | 10.88 | 222 | 8.91 | 2660 |
ss-uncommon||Artifact Creature — Construct
|
3.0 | 3.8 | 3.78 | 78 | 3.24 | 324 |
ss-mythic||Legendary Artifact — Vehicle
|
4.5 | 4.9 | 1.17 | 23 | 1.15 | 26 |
ss-rare||Legendary Artifact Creature — Thopter
|
1.5 | 4.2 | 2.81 | 26 | 2.70 | 130 |
ss-common text-light||Artifact
|
2.0 | 0.8 | 10.64 | 202 | 8.54 | 2590 |
ss-common text-light||Artifact
|
2.0 | 0.7 | 10.79 | 207 | 8.72 | 2580 |
ss-common text-light||Artifact — Equipment
|
3.0 | 2.1 | 7.61 | 404 | 6.90 | 2080 |
ss-common text-light||Artifact — Vehicle
|
2.0 | 1.5 | 9.16 | 237 | 7.31 | 2137 |
ss-rare||Artifact
|
3.5 | 4.3 | 2.61 | 59 | 2.64 | 101 |
ss-rare||Artifact
|
4.0 | 4.5 | 2.11 | 44 | 2.24 | 76 |
ss-rare||Artifact Creature — Construct
|
2.0 | 3.6 | 4.32 | 22 | 3.69 | 156 |
ss-rare||Artifact Creature — Shapeshifter
|
3.5 | 4.8 | 1.50 | 46 | 1.51 | 61 |
ss-common text-light||Artifact — Vehicle
|
2.0 | 1.7 | 8.67 | 238 | 7.09 | 2148 |
ss-common text-light||Artifact Creature — Snake
|
2.5 | 1.5 | 9.12 | 259 | 7.54 | 2271 |
ss-rare||Artifact Creature — Thopter
|
1.0 | 1.1 | 9.90 | 39 | 6.25 | 629 |
ss-uncommon||Artifact — Vehicle
|
2.5 | 2.9 | 5.76 | 88 | 4.55 | 465 |
ss-uncommon||Artifact
|
4.0 | 3.8 | 3.82 | 161 | 3.44 | 366 |
ss-rare||Artifact
|
1.5 | 4.5 | 2.12 | 24 | 2.26 | 59 |
ss-rare||Legendary Artifact
|
0.0 | 4.2 | 2.80 | 15 | 2.64 | 51 |
ss-rare||Artifact — Vehicle
|
2.5 | 4.3 | 2.73 | 26 | 2.51 | 76 |
ss-common text-light||Artifact
|
0.5 | 0.3 | 11.72 | 159 | 9.47 | 2732 |
ss-rare||Legendary Artifact
|
0.5 | 4 | 3.36 | 14 | 2.52 | 46 |
ss-common text-light||Artifact Creature — Insect
|
2.5 | 1.4 | 9.36 | 202 | 7.86 | 2289 |
ss-common text-light||Artifact
|
3.0 | 2.3 | 7.18 | 335 | 6.30 | 1785 |
ss-common text-light||Artifact Creature — Construct
|
1.5 | 0.7 | 10.88 | 163 | 8.42 | 2506 |
ss-rare||Artifact Creature — Construct
|
2.5 | 4.8 | 1.58 | 26 | 1.66 | 56 |
ss-rare||Artifact Creature — Construct
|
3.0 | 4.7 | 1.69 | 26 | 2.16 | 53 |
ss-uncommon||Artifact
|
2.0 | 2 | 7.88 | 57 | 5.34 | 554 |
ss-common text-light||Artifact — Vehicle
|
2.5 | 2.5 | 6.68 | 314 | 5.59 | 1687 |
ss-mythic||Legendary Artifact — Vehicle
|
5.0 | 5 | 1.08 | 37 | 1.78 | 39 |
ss-common text-light||Artifact
|
1.5 | 0.4 | 11.49 | 164 | 9.24 | 2727 |
ss-uncommon||Artifact — Vehicle
|
4.0 | 4.4 | 2.37 | 114 | 2.42 | 185 |
ss-common text-light||Artifact Creature — Lizard
|
2.5 | 1.4 | 9.38 | 293 | 7.92 | 2400 |
ss-uncommon||Artifact
|
1.5 | 2 | 7.90 | 39 | 5.06 | 485 |
ss-common text-light||Artifact
|
1.5 | 1 | 10.28 | 192 | 8.32 | 2465 |
ss-common text-light||Artifact Creature — Construct
|
2.0 | 0.9 | 10.50 | 201 | 8.16 | 2409 |
ss-rare||Land
|
3.5 | 3.2 | 5.18 | 127 | 4.21 | 398 |
ss-rare||Land
|
3.0 | 3.6 | 4.32 | 50 | 3.49 | 141 |
ss-rare||Land
|
3.0 | 3.6 | 4.30 | 44 | 3.70 | 124 |
ss-rare||Land
|
3.0 | 3.5 | 4.40 | 40 | 3.64 | 142 |
ss-rare||Land
|
3.0 | 4 | 3.42 | 48 | 3.81 | 140 |
ss-rare||Legendary Land
|
2.5 | 4 | 3.24 | 38 | 2.70 | 124 |
ss-rare||Land
|
3.0 | 3.7 | 3.94 | 35 | 3.41 | 119 |
ss-rare||Land
|
3.0 | 3.8 | 3.75 | 40 | 3.57 | 112 |
ss-common text-light||Artifact
|
3.0 | 2.7 | 6.32 | 330 | 5.77 | 1629 |
ss-common text-light||Artifact Creature — Assembly-Worker
|
0.5 // 3.0 | 1.9 | 8.10 | 296 | 7.03 | 2009 |
ss-uncommon||Artifact — Vehicle
|
2.5 | 2.9 | 5.85 | 87 | 4.19 | 425 |
ss-rare||Artifact Creature — Construct
|
1.5 | 4.6 | 2.05 | 19 | 1.96 | 76 |
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: