This is always premium because it trades up so easily and can even go after the opponent.
If you're mono-white this is going to be the best card in your deck. But...going mono-colored is very difficult to do in Limited, and you just can't cast this consistently in two-color decks, so you just can't play it most of the time. Five white is insane.
This disruptive effect is nice -- slowing down a removal spell by a turn is pretty nice, and the baseline is passable.
Most White decks have enough spiders to get at least one counter out of her, and the incidental life gain is pretty sweet.
This is good value in any deck, and it gets especially good if you have some Enweb.
This is slow when it comes to putting counters on things, and it doesn't add to the board at all on it's own.
The first mode is where you get value the most consistently, and it's great it can put one counter on itself. The other mode is a lot more narrow, but can be great at the right time.
Tapping one creature and untapping another can sometimes have a huge impact, and it can also set up Enweb.
4 mana for 3 1/1 tokens is a playable card, and this has way, way more upside. The activated ability can make pretty much anything into a threat.
This gives you a ton for two mana, including a body upfront, a way to augment a creature, and a way to make almost any creature into a major threat for a turn. That's awesome for two mana, even if you have to wait a little bit.
Just the front of this card is a card you'd play 100% of the time, so the modality and the ability to transform is likely to make this one of the best cards in your deck.
This has some serious potential to be a really efficient and absurd value engine, but actually being able to play it and pay the cost consistently is pretty tough.
This is a decent enough two drop, but don't be surprised if you don't often get to put lots of counters on other creatures.
A three mana 2/3 that puts a counter on something is good card, and this even has some additional upside.
This is a nice, efficient evasive threat that can also protect your entire board when it needs to -- and it can do it out of nowhere thanks to Flash.
The first mode is great against removal, and is sometimes nice in combat, and the second mode has tons of targets in this form and you're always going to trade up.
The baseline here is pretty bad, and you're just not always going to have something that it's worth returning for Enweb.
The stat-line is bad, but even triggering this once is going to feel amazing, and Enweb can help you get there.
5-mana 3/4 flyers tend to be decent when they have some upside, and this definitely has some -- but it's certainly not always relevant.
It's a little narrow, but it's so efficient that it makes up for that in a big way.
This is a solid enough trick. Wins combat most of the time and can sometimes give you a win out of nowhere thanks to Flying.
Oblivion Ring and it's ilk are always solid or better in Limited. It's a little expensive, but the flexibility makes up for that.
We've seen equipment like this before, and it just doesn't quite do enough for the cost. The buff is meager, and the tap effect is only relevant in ideal situations.
The stat-line's not great, but you can get this trigger the turn you cast it, and it's one that can often give you an attack you didn't have before.
This is way too risky and inconsistent to be worth playing in Limited. You easily get 2-for-1'd and it mostly just feels like a bad fog effect.
Cancel is usually like a 1.5 in Limited, but throwing in a couple of taps is enough to make it significanly better -- it means it can even do something when there isn't a spell to counter.
A 4-mana 3/3 flyer doesn't really cut it these days, but this one does give you some value out of the graveyard.
Clones that only let you copy your own stuff are substantially worse than clones that let you copy anything. Mayhem helps make this a little bit better -- as your chances of spending 3 mana and getting something worthwhile is better than spending 4 -- but it's still nothing special.
I don't love that this doesn't add to the board up front, but that Surveil 3 is all but guaranteed to set you up to get a 2-for-1 on the next turn, and the turn after that you're reasonably likely to draw at least one card.
I wouldn't count on unlocking this card completely with regularity, especially by turn 5 -- however, having one of them unlocked is reasonably likely, and by the late game it's not going to be unusual for this to be an 8/8 with hexproof.
A three mana 2/1 with Flash is pretty bad, but it does mean you're reasonably likely to attack and Connive when you untap. Still, the baseline is rough.
I don't like the starting point, but this is super easy to grow, and just one counter is solid, and it's going to grow to massive size if unchecked.
It's really tough to line up situations where this consistently does something. I know, there's a long list of situations where this does something, but most of them aren't worth a card and/or are too rare for this to be worthwhile.
This card has a lot of text, but it's basically a two mana 2/2 that can kind of ramp your mana but only during your opponent's turn, and it also can't block and stuff, so it's probably kind of a wash. It's just a medium card.
This is mostly a win-more card. If you're ahead, it'll go crazy. But if you're at parity or behind it's useless. It doesn't do anything on it's own.
This is basically a one mana 0/2 that does nothing in Limited. Sure, it can gain lots of counters, but this isn't an artifact heavy set, and by the time it can cheat an artifact into play, you probably have the mana anyway.
A 6-mana 4/4 that doesn't do anything right away is brutal, and your chance of it not doing anything for the next few turns is way too high. Sure, it can be a value engine, but it's too inefficient and inconsistent to do it regularly.
This counts itself, so you always get two 3/3s for 4 mana, and it's often going to give you a lot more cards than that. Your opponent can get rid of all of them by killing The Watcher, but that's a reasonable failcase for a card with an almost limitless ceiling.
A two mana 1/3 with Flying and Vigilance is kind of reasonable, and this can help you with graveyard stuff.
Just the front of this would pretty much be a bomb, as it's simultaneously a win condition and a value engine, and if you can transform it later, you're going to get even more value.
I like the activated ability, but you don't get that until late, and a 1/5 isn't really a significant presence on the board at that stage of the game.
This gives you so much for 5 mana, and there's potential for you to produce some absurd blowouts by using it a trick.
You probably don't want more than one, but that first one is pretty sweet. It either gives you a 2-for-1 or a 3-for-1, and the former actually lets you impact the board in a way.
This is flexible but...also kind of awkward. I like blanking a removal spell for only one mana. I don't like the more combat trick oriented mode, since it has diminsihing returns the larger your creature is. Both are a little too situational for me to be pumped about this.
Strictly better Man-o'-War is pretty amazing. It can bounce any nonland, and normally it's best to bounce the opponent's stuff -- but sometimes it's worth bouncing your own. Either way, you get a great deal here.
This isn't a great removal spell, since you don't ever fully remove something that you put it on. Also plays really poorly in a set with lots of counters. Your opponent being able to block with the thing you "removed" is just brutal.
This won't have a target often enough to be worthwhile. In many games you may as well mulligan.
This is really efficient. I'd probably play a two mana card that just draws a card and then lets me loot. But int his case you have Connive, giving it additional upside -- and even some combat trick potential.
We've seen this card with different names many times, and it's always a quality card. Bouncing something and drawing a card is a good deal for 4 mana.
Flashing this in in response to removal or a trade feels pretty good, but it's always surprisingly challenging to line this kind of card up to draw you that card up front, and this set does not have a prominent sacrifice theme.
The Aura alone isn't particularly good, but it is nice you can get it back while triggering Mayhem.
It's expensive to be sure, but most Black decks will be able to get 3+ creatures back with this, and I think that'll be well worth the mana. Getting six back isn't out of the question, either.
This is basically a 5-mana 2/3 that casts Dig Through Time on your opponent decks and that's completely absurd. You're likelyt o find two really nice spells in your opponents top 9 too. The card selection is incredible, and easily makes her into a bomb.
A two mana 2/2 that dies into a treasure is pretty solid, and this has some useful typing.
This is premium removal with a whole bunch of extra upside, and it can even help you with Mayhem.
It's tough to trigger the front side's ""enters"" trigger, but when you can it will feel amazing. I think you'll cast this one as Viggo pretty often since it can generate more value and impact the board more, albeit later on in the game.
It does need to swing to really go off, but once you do you're likely to get at least a 2-for-1, and her death touch lifelink body is a real pain to attack into during the intervening turn.
This is a way to trigger Mayhem, but it is a little all-in on that strategy for me to feel super excited about it.
I don't love the stat-line, but that activated ability can mean business in long games. Keep in mind it'll gain you life.
Paying 3 mana for a 3/2 that drains 1 life is something you'd always be willing to do, and this scales all game long to the point that it's a massive creature that drains away the last of your opponents life.
Your opponent gets a shot to use the extra card first, and you have very little control over who loses the most life. Plus, you're the one who spent the mana and used a card to give your opponent a value engine, so you always come out behind.
Adding a counter to whatever you reanimate certainly helps make it worth the mana, especially if you cast it for only 4.
This lets you see a lot of cards and load your graveyard, but it also doesn't add to the board.
This sort of thing usually ends up being a sideboard card, but the Mayhem mode makes it one sided, meaning it can work in any deck provided you have the discard outlets.
I really like this trigger, but a 4-mana 3/3 death touch is pretty bad these days, and you're not always going to be able to trigger it the turn it comes down, and when you can't it'll feel pretty miserable.
Two mana for -3/-3 on an Instant is pretty much always a great removal spell. Easy to trade up with, easy to blow someone out with, and it can even be a reverse combat trick of sorts.
A two-mana mana rock is worth playing in Limited, and this can turn into a game-ending engine in the late game.
This is a really good trigger, but there are too many boards where attacking with one thing doesn't make sense. It does count itself, and once you have a big Menace creature it can work a little better, but you have to wait a turn for that.
This is a good removal spell where you won't even suffer from the downside very often.
If you can't trigger Mayhem regularly this is not a card you want to be playing. But if you can, you definitely want a couple of these -- it's the only card with Mayhem in the set that you can cast on your opponents turn.
This set has so many villians that getting a 2-for-1 with this is easy, and it'll probably discount life half of your creatures.
The baseline is pretty mediocre, but getting two extra counters out of it after it dies is no joke.
This can trade for anything while helping you with graveyard and villain synergy, so it'll make the cut pretty often.
If this was always 5 mana, it'd be a 2.0, but I think it'll cost three a huge chunk of the time. Removing something and gaining life at the same time for three mana is a good deal.
Wraths can be awkward in Limited sometimes, but this one adds a Fireball-like element that makes it really, really good -- and makes up for the awkwardness for the most part. Your opponent can still rebuild before you, but you probably also drastically lowered their life total.
This will ping your opponent a couple times and then in the late game it's a nice place to sink your mana so you can turn this into a threat.
Saving up mana isn't always useful, but this has a built-in way to use up all that mana that is pretty absurd, to go along with a solid flying body.
If this was always 3 mana for 4 damage, it'd be a 2.5 at best. But two mana for 4 damage is like a 4.0, and I think you'll cast this for two often enough for it to be a 3.0.
This is either a card selection spell, or a way to force your opponent into ugly blocks. Both of those are pretty reasonable for such a small investment.
The baseline is bad, but it'll be a 3/2 often enough to be worthwhile.
The stats aren't good, but Suspect is a nice flexible mechanic. Ideally, you'll use it on your own thing so you also get a treasure, but sometimes making an opponent's creature unable to block can give you a great attack too.
This doesn't feel too bad on turn one, and later in the game you can cash it in for some value. Although, you do kind of have to discard a Mayhem card for you to come out ahead when it comes to cards.
This has 3 chapters that will never really impact the board, and they REALLY aren't good if you're behind. This is a waste of 5 mana in Limited, and casting it is likely to lead to you losing the game.
I like that this ramps you, even if you do lose the land when you lose The Infernus. It also has the potential to be quite large in the late game.
A 5-mana 5/4 with Haste is passable, and when you can cast this on turn three it's going to be a real problem for your opponent.
This can help with Mayhem, and unlike most versions of this effect, if your hand is empty, it jus turns into a two mana draw 2.
This is way too all in on Mayhem. Even if you really got there on that effect, your deck is going to have like...5 card with it, and the rest of the time this is a two mana card that doesn't impact the board or do anything meaningful -- and in fact, the rummage isn't a "may" trigger so it may actively hurt you.
It's a little pricy, but most of the time it'll come down, kill something, and Shock your opponent in the face. That's like to give you a 2-for-1 up front, and a 5/5 First Striker is capable on just about any board.
A three mana 2/3 with Reach is a bad baseline, and her triggered ability is nothing to write home about, even with Mayhem around. There are too many boards where tapping her isn't viable.
A 4-mana 4/3 is abyssmal into today's Limited formats, and while casting this for two is certainly an upgrade, it's not enough of one for me to want to play this most of the time.
A two mana 2/1 with Riot is a card you're always going to play, and this is going to offer Riot to several other cards in your deck, too.
This costs 5 mana and does nothing on it's own, and virtually no deck will have enough Mayhem or impulse draw to make it worthwhile.
Triggering this is pretty easy. You can play it early and have it start growing into a real threat, but even drawing it late is likely to give you a +1/+1 counter on many boards, since she doesn't have to attack to get the effect. I wouldn't count on doing 4 or more damage with her all that often, but it's not impossible.
This is either mediocre creatur or a mediocre combat trick, but having a creature that can do either of those makes it more than the sum of it's parts.
A 3 mana 3/3 Trampler that draws you a card sometimes is definitely worth playing, and this does have some value engine potential.
You'd be surprised how often you just don't have the mana to get Haste, and because Haste is a keyword only useful the turn you play a creature, that window is a little too tight for you to use the ability regularly, but it does have a passable baseline.
This can kill a lot of stuff, but it also can't kill a lot of stuff. When it works, it'll feel like a good removal spell, and obviously when it doesn't, it'll feel terrible.
I don't love that there will be times where neither of these modes does anything, because a Hill Giant is pretty bad. But when you can use one of them, it'll feel well worth the mana.
This will buff something the turn it comes down most of the time, and on subsequent turns it can attack as 5/7.
This is a solid trick even without the Spider upside, as it can make almost any creature win combat against almost any other creature.
This fixes and ramps your mana while easily setting up Enweb and growing your spiders. I'm not sure what more you could ask for from a Common.
You have to pick your spots with this so you don't get blown out, but it's an effective removal spell for Green decks when you can do that.
This is an okay two drop, and sometimes the threat of activation will get it in. Growing also means tht it can stay relevant for awhile, which isn't bad on a 2-drop.
This will immediately remove something while helping you with graveyard synergy, and then the subsequent two chapters are likely to make those turns significantly better. This is a 2-for-1 with upside beyond that.
A 4-mana 5/5 trampler is a threat to be reckoned with, and that "enters" trigger can either help you grow one of your creatures into more of a threat, or nerf an opposing creature. It impacts the board immediately and is difficult to contend with in combat.
Sahagin was so good in Final Fantasy that I'm tempted to overrate this thing, but obviously it's not quite as good. Still has the upside of being a two drop that just needs one counter to be a huge roadblock -- and it can become a threat later.
ust the front side of this is pretty close to bomb territory. It can put a counter on itself, so the baseline is a two mana 2/3, and usually it'll feel way better than that -- and once transformed (or simply cast as the other side) he's a nigh-unkillable threat that will grow all your stuff.
This is a decent way to get card advantage, and the selection will feel pretty nice -- although since it can only give you creatures you might not have that much selection. It also fixes your mana thanks to it's ability to give you a treasure.
This is sneaky good. It gives you a treasure back and isn't worth blocking until your opponent has one creature big enough to take it down.
Most decks will have a couple cards this can tutor up, and the baseline is a 1 mana 1/1 that can trade for anything -- even fliers.
This is a huge recursive creature, and that is going to be a huge problem for your opponent. You do need to have a land in your graveyard alongside him to bring him back, but that's doable.
The first mode is pretty much always reasonably useful, and the second mode is a nice removal spell when it has a target.
A two mana 2/2 that makes a food is a quality card, and this will also be buffing a large portion of your deck.
This looks like a really good way to fix your mana, while also giving you some spider and enweb synergy.
This is a pretty formidable body that your opponent can rarely ignore, and they usually have to pay a significant amount of mana to kill it thanks to Ward.
A two mana 2/3 is a fine baseline, and in the late-game this turns into Ishkanah Grafwidow, and is definitely capable of stabilizing you in a big way.
This looks exciting, but it's highly situational and not always worth a card.
This is a nice way to fix and ramp your mana, while also setting up Enweb.
This will cost two a decent chunk of the time, and feel like one of the best cards in your deck when it does, and paying 4 for it is perfectly acceptable too. It's a very good removal spell that gets around most of the downsides of Green removal by letting you have two creatures do the damage.
The baseline here is a 4-mana 3/2 with Reach that gains you 1 life when it enters, and it's got an amazing ceiling in Green decks which will have plenty of spiders.
This value engine will give you a creature virtually every turn, including the turn you cast it, and getting this down on like turn 6 is plenty doable, and that's early enough for it take over the game.
This is incredibly strong, and can often draw you a card and buff a creature the turn it comes down. It would be a 5.0 if this set had a well-supported Red/White archetype, but it doesn't -- you're going to have to splash this, but it's well worth it.
It's not hard to set this up to draw you a card the turn it comes down, and equipping it on subsequent turns can turn any creature into a threat that can not only do lots of damage, but draw you lots of cards.
You won't always hae something to bring back, and even when you do the creature might not really be worth having around, especially later in the game.
Your opponent gets the first crack at the extra mana, but they also give you something in return -- and you'll get even more mana on the next turn.
Mana just isn't good enough for this to be a thing in Limited.
This gives you what you deserve for 7 mana, as it's likely to buff a couple of creatures and draw you a ton of cards immediately. Keep in mind the draw isn't a "may" trigger, though.
Two mana 1/1s that draw you a card when they enter always play well, and with Enweb in this color pair you can trigger it more than once.
A 5-mana 3/3 is a terrible starting point, and you have to wait until this attacks to get some value -- and a lot of the time that value isn't that exciting to begin with.
This is very difficult to get going in Limited. You need to have lots of one drops to get the ball rolling, and that's just not anything close to automatic.
This is a 3-mana 3/4 with Vigilance at a minimum, and that's a decent deal. Sometimes it'll hit even harder.
You can't always trigger this, but if you have lots of removal it can work quite nicely, as can presenting your opponent with situations where they have to block.
Even just drawing one card with this feels great, and you'll often get more.
Life exchange usually isn't very good in Limited, but because you get to draw cards if you end up with less life, it means this is always going to be good.
It's great you can choose to Connive something already in play, and it's also pretty good to Connive with the Lookout itself. You get a really good return on your investment here.
This is tough to come out ahead against. Unchecked in the sky it can take over the game, and if it ever dies, you just get a really good card selection effect out of your graveyard.
This is going to Connive a lot, and that's never a bad thing. The starting stats aren't great, but it can become a legit threat if it sticks around for long enough.
This is a very mediocre removal spell if you don't have discard payoffs and/or Mayhem cards.
This counts itself, so you'll be drawing a card the turn this comes down reasonably often, but it's also expensive and kind of hard to cast because of double red and double green.
This buff doesn't do much to help your creature punch above it's weight class, but it is really cheap and might sometimes snipe a random permanent.
A 3-mana 4/3 trampler is kind of okay, and this will often be an even larger threat.
This is a great enabler and payoff for Mayhem.
Sometimes it's worth discarding just to make something unable to block, but this gets especially good when you have Mayhem or other graveyard synergy.
Her "cast a creature spell" trigger is incredibly strong, and Enweb can help set it up. Her activated ability is great when you've already gone wide, and the addition of Vigilance makes finding good attacks a lot easier.
The baseline isn't great, and the ceiling isn't exactly exciting either.
This can set up card draw the turn it comes down, and in a pinch it can put the counter on itself.
I'm always playing a two mana 2/2 that can tap for mana, and this has a ton of upside beyond that, including Reach, the ability to untap, and having the Spider type.
This is great for setting up Enweb, since it flies on your turn and gives you a 1/1 any time it leaves the battlefield.
A 2/3 with Double Strike and Vigilance is good on any turn, so the restriction isn't a big deal. Just triggering this once is going to feel like more than enough, too.
A 5-mana 4/4 isn't great, but getting flying and a counter any time you can cast a creature is.
An efficient flyer that also makes your opponents creatures unable to block the turn cycle when they come down is a pretty sweet combination.
A 5-mana 4/4 that removes something is a great card, and this has more upside than just that since it will also give you back a card should your opponent ever deal with it.
You definitely need a couple of targets for this in your deck for it to be worth it, but that's not too challenging. When you can grab something with it, it's a nice 2-for-1.
This'll virtually always feel like a good deal, as even copying some small creature with an ability still means you get a 4-mana 4/4 with big upside.
Even if this did nothing from the graveyard it'd be pretty good, as that combat damage trigger is very strong, so the fact you can give it to another creature from the graveyard -- which actually makes it far more likely you get the trigger -- is pretty great.
You need to have lots of payoffs for discarding, but that seems doable enough in Black/Red, and you get a pretty scary creature too.
This is super expensive for a 4/6 flyer and while you're going to have lots of villains, you'll also have lots of boards where this attack trigger just isn't relevant.
Even if you just have two creatures around this will feel fine, and you'll frequently have more.
A three mana 1/1 is a brutal starting point, but even one counter on this turns it into a massive threat.
This delivers okay value, especially when you go the counter route. It's not especially playable if you're not playing white.
This is way too expensive to equip, so you really need to lean on the 5 mana or great creature upside, and most decks aren't going to have a ton of those.
This gives you 2 cards worth of value while also helping you with graveyard synergies.
Most 3 mana mana rocks are duds in Limited, and getting a Food token doesn't really sway me. Not adding to the board is rough.
This is basically a 4-mana draw 2 that helps you cast the things it gives you, and it'll occasionally have some other upside with other exile effects.
This counts itself, and because it has vigilance it can always threaten to do the counter thing, even on turns when it attacks.
A 4-mana 3/3 is brutal, and the upside here doesn't do much to move the needle. It would be better in a more artifact-heavy set.
A 3 mana 2/1 that connives is a solid card, and this can hate on the graveyard sometimes.
This isn't ever going to feel like a great deal, but the Enweb upside makes it a little better.
Having a creature to crew this with, and then one blue mana, and then a creature that it's worth to make unblockable is a big ask.
Copying activated or triggered abilities you control is not really a thing in Limited, especially when it's all a card does and it doesn't add to the board otherwise.
Three play and 2 to equip for this buff isn't too shabby since it can make almost anything into a threat, but the Mayhem upside will make this feel truly absurd sometimes.
We see a card like this in every set, and they never perform well. If you really need a two drop, or a spider, or some fixing, it can do those things, but it does all of them very poorly.
The baseline is terrible, and while it might be sizable sometimes, it won't happen often enough. Even Enweb upside doesn't make me interested in this.
This has an okay baseline and gives you some real value out of the graveyard, while also being capable of trading for any spider.
This is just too expensive to equip for what it is.
This is either a bad creature removal spell or a passable artifact destruction spell, and having those two different modes makes this a reasonable inclusion.
This generates a 2-for-1 and is a reasonable way to fix your mana, and Crewing can help set up Enweb.
This does a solid job of fixing your mana, and that activated ability is going to be surprisingly relevant.
This can fix your mana, but I think the dual lands are going to be better most of the time. Always tapping for two colors of mana and having an activated ability makes it worth the fact they enter tapped.
This offers good fixing and a late game mana sink that can really improve your situation.
Tapping for three colors of mana is great, and sometimes you'll be able to discard this for very real value.
This offers good fixing and a late game mana sink that can really improve your situation.
This offers good fixing and a late game mana sink that can really improve your situation.
This offers good fixing and a late game mana sink that can really improve your situation.
This offers good fixing and a late game mana sink that can really improve your situation.
Tri-lands are always great to have around, and this one has some upside that can let you recur enters triggers and/or even ramp your mana.
Evolving Wilds and it's ilk are always good for fixing your mana and can even help with graveyard synergy.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light|Red|Instant
|
3.5 | 3.9 | 4.00 | 8 | 3.07 | 56 |
ss-mythic|White|Legendary Creature — Symbiote Hero
|
1.0/5.0 | 4.3 | 3.00 | 1 | 2.00 | 2 |
ss-rare|White|Legendary Creature — Spider Human Hero
|
3 | 4.8 | 1.67 | 3 | 1.78 | 10 |
ss-uncommon|White|Legendary Creature — Human Citizen
|
3 | 4.6 | 2.25 | 4 | 2.73 | 15 |
ss-common text-light|White|Creature — Bird
|
3 | 3.9 | 4.08 | 12 | 3.41 | 66 |
ss-uncommon|White|Artifact
|
1.5 | 4.3 | 3.00 | 5 | 2.83 | 31 |
ss-common text-light|White|Creature — Human Citizen
|
3 | 4.3 | 2.92 | 12 | 3.34 | 68 |
ss-uncommon|White|Legendary Creature — Human Citizen
|
2.5 | 3.4 | 5.50 | 4 | 2.95 | 28 |
ss-rare|White|Enchantment — Aura
|
4 | 4.9 | 1.33 | 3 | 1.25 | 4 |
ss-rare|White|Enchantment — Saga
|
4.5 | 4.6 | 2.00 | 2 | 2.00 | 3 |
ss-mythic|White|Legendary Creature — Human Scientist Hero
|
4 | 4.8 | 1.50 | 2 | 1.33 | 3 |
ss-rare|White|Enchantment
|
1 | -0 | 15.00 | 0 | 3.33 | 3 |
ss-common text-light|White|Creature — Human Detective
|
2.5 | 3.5 | 5.17 | 6 | 3.52 | 51 |
ss-uncommon|White|Legendary Creature — Human Mercenary Hero
|
3.5 | 4.2 | 3.25 | 4 | 2.62 | 16 |
ss-rare|White|Legendary Creature — Spider Human Hero
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-common text-light|White|Instant
|
3 | 4.2 | 3.25 | 16 | 2.71 | 61 |
ss-common text-light|White|Legendary Creature — Spider Human Hero
|
2 | 3.9 | 4.00 | 7 | 3.55 | 60 |
ss-uncommon|White|Legendary Creature — Spider Human Hero
|
3 | 4.3 | 3.00 | 1 | 2.15 | 14 |
ss-common text-light|White|Legendary Creature — Human Hero
|
2 | 3.5 | 5.33 | 3 | 3.97 | 68 |
ss-uncommon|White|Instant
|
3.5 | 4.7 | 1.75 | 4 | 2.50 | 14 |
ss-common text-light|White|Instant
|
2 | 3.4 | 5.50 | 4 | 4.34 | 85 |
ss-common text-light|White|Enchantment
|
3.5 | 4.4 | 2.62 | 8 | 2.63 | 29 |
ss-uncommon|White|Artifact — Equipment
|
1.5 | 3.5 | 5.33 | 3 | 2.67 | 22 |
ss-common text-light|White|Creature — Human Mercenary
|
2.5 | 3.6 | 4.93 | 14 | 4.30 | 74 |
ss-rare|White|Enchantment — Aura
|
0 | 4.6 | 2.00 | 1 | 2.00 | 5 |
ss-common text-light|Blue|Instant
|
2 | 3 | 6.67 | 3 | 4.15 | 81 |
ss-common text-light|Blue|Legendary Creature — Human Rogue Villain
|
2 | 3.2 | 6.17 | 6 | 4.09 | 99 |
ss-uncommon|Blue|Legendary Creature — Human Shapeshifter Villain
|
2.5 | -0 | 15.00 | 0 | 2.31 | 18 |
ss-rare|Blue|Enchantment — Saga
|
3.5 | 4.5 | 2.50 | 2 | 1.80 | 5 |
ss-common text-light|Blue|Legendary Creature — Human Scientist Villain
|
2.5 | 3 | 6.50 | 4 | 3.91 | 63 |
ss-common text-light|Blue|Creature — Human Villain
|
2 | 2.9 | 7.00 | 6 | 4.18 | 83 |
ss-uncommon|Blue|Artifact Creature — Robot Villain
|
3.5 | 3.7 | 4.67 | 3 | 3.00 | 28 |
ss-rare|Blue|Instant
|
1 | -0 | 15.00 | 0 | 2.33 | 6 |
ss-rare|Blue|Legendary Creature — Elemental Villain
|
2 | 3.9 | 4.00 | 1 | 2.40 | 5 |
ss-mythic|Blue|Enchantment
|
1.5 | 4.3 | 3.00 | 1 | 2.00 | 3 |
ss-rare|Blue|Legendary Creature — Human Scientist Villain
|
0 | 4.3 | 3.00 | 1 | 2.75 | 9 |
ss-uncommon|Blue|Legendary Creature — Mutant Advisor
|
1.5 | 2.9 | 7.00 | 1 | 3.79 | 19 |
ss-rare|Blue|Legendary Creature — Human Villain
|
4.5 | 4.6 | 2.00 | 2 | 2.00 | 2 |
ss-common text-light|Blue|Creature — Illusion Villain
|
2.5 | 3.3 | 5.80 | 5 | 4.73 | 73 |
ss-mythic|Blue|Legendary Creature — Human Scientist Villain
|
5 | 5 | 1.00 | 2 | 1.25 | 4 |
ss-common text-light|Blue|Creature — Human Scientist
|
2 | 2.9 | 6.75 | 4 | 4.87 | 88 |
ss-uncommon|Blue|Enchantment — Aura
|
4 | 3.9 | 4.00 | 3 | 3.50 | 26 |
ss-uncommon|Blue|Instant
|
3 | 3.2 | 6.00 | 2 | 3.73 | 18 |
ss-uncommon|Blue|Instant
|
2 | -0 | 15.00 | 0 | 2.80 | 29 |
ss-uncommon|Blue|Legendary Creature — Spider Avatar Hero
|
4 | 4.4 | 2.60 | 5 | 3.21 | 36 |
ss-common text-light|Blue|Enchantment — Aura
|
2 | 3.3 | 5.80 | 5 | 4.04 | 64 |
ss-rare|Blue|Instant
|
0 | 4.8 | 1.50 | 2 | 2.38 | 10 |
ss-common text-light|Blue|Instant
|
3 | 3.7 | 4.71 | 7 | 3.97 | 73 |
ss-common text-light|Blue|Instant
|
3 | 3.9 | 4.17 | 6 | 3.83 | 64 |
ss-rare|Black|Legendary Creature — Symbiote Soldier Hero
|
3 | 4.6 | 2.00 | 2 | 1.67 | 3 |
ss-uncommon|Black|Enchantment — Aura
|
2 | 4.6 | 2.00 | 2 | 3.12 | 20 |
ss-mythic|Black|Sorcery
|
3 | 4.6 | 2.00 | 1 | 2.00 | 3 |
ss-rare|Black|Legendary Creature — Human Rogue Villain
|
5 | 3.4 | 5.50 | 2 | 2.40 | 8 |
ss-common text-light|Black|Creature — Human Rogue Villain
|
2.5 | 3.8 | 4.44 | 9 | 3.83 | 79 |
ss-rare|Black|Enchantment — Saga
|
4.5 | 4.8 | 1.50 | 4 | 1.40 | 5 |
ss-mythic|Black|Legendary Creature — Human Hero Villain
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-mythic|Black|Legendary Creature — Symbiote Spider Hero
|
4.5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-common text-light|Black|Creature — Human Rogue Villain
|
2 | 3.4 | 5.60 | 10 | 4.84 | 90 |
ss-common text-light|Black|Creature — Human Mercenary Villain
|
2 | 3.6 | 4.89 | 9 | 4.39 | 74 |
ss-rare|Black|Legendary Creature — Vampire Villain
|
5 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-rare|Black|Enchantment
|
0 | 4.6 | 2.00 | 2 | 1.91 | 11 |
ss-uncommon|Black|Sorcery
|
2.5 | 3.9 | 4.00 | 2 | 2.87 | 23 |
ss-common text-light|Black|Sorcery
|
2.5 | 3.5 | 5.25 | 8 | 4.74 | 81 |
ss-uncommon|Black|Sorcery
|
2.5 | 3.8 | 4.33 | 3 | 3.33 | 22 |
ss-uncommon|Black|Legendary Creature — Scorpion Human Villain
|
2 | 4 | 3.67 | 3 | 3.00 | 23 |
ss-common text-light|Black|Instant
|
3.5 | 3.8 | 4.33 | 6 | 2.80 | 50 |
ss-mythic|Black|Legendary Artifact — Infinity Stone
|
3 | 5 | 1.00 | 1 | 1.50 | 3 |
ss-uncommon|Black|Legendary Creature — Spider Human Hero
|
2.5 | 4.5 | 2.40 | 5 | 2.38 | 23 |
ss-uncommon|Black|Instant
|
3.5 | 4.4 | 2.80 | 5 | 2.76 | 22 |
ss-common text-light|Black|Legendary Creature — Insect Villain
|
1.5 // 3.0 | 3.9 | 4.17 | 6 | 3.28 | 53 |
ss-uncommon|Black|Legendary Creature — Human Villain
|
3.5 | 4.4 | 2.60 | 5 | 2.60 | 20 |
ss-common text-light|Black|Legendary Creature — Symbiote Villain
|
2.5 | 3.3 | 5.83 | 6 | 3.79 | 69 |
ss-common text-light|Black|Creature — Symbiote Cat Villain
|
2.5 | 3.3 | 5.75 | 8 | 4.57 | 85 |
ss-common text-light|Black|Sorcery
|
3 | 4.2 | 3.29 | 7 | 2.88 | 50 |
ss-rare|Black|Sorcery
|
4 | -0 | 15.00 | 0 | 1.50 | 4 |
ss-common text-light|Red|Creature — Human Citizen
|
3 | 3.7 | 4.56 | 9 | 3.79 | 61 |
ss-rare|Red|Legendary Creature — Human Villain
|
4 | 4.8 | 1.50 | 2 | 1.50 | 5 |
ss-common text-light|Red|Sorcery
|
3 | 4.1 | 3.60 | 5 | 2.93 | 50 |
ss-uncommon|Red|Sorcery
|
2.5 | 3.8 | 4.25 | 4 | 3.09 | 34 |
ss-uncommon|Red|Legendary Creature — Goblin Human Villain
|
2.5 | -0 | 15.00 | 0 | 3.00 | 26 |
ss-rare|Red|Legendary Creature — Human Citizen
|
3 | 4.6 | 2.00 | 1 | 2.17 | 6 |
ss-common text-light|Red|Creature — Spider Cat Hero
|
2 | 3.3 | 5.71 | 7 | 4.25 | 73 |
ss-rare|Red|Enchantment — Saga
|
0 | -0 | 15.00 | 0 | 3.33 | 4 |
ss-uncommon|Red|Legendary Creature — Elemental Villain
|
3 | 3.2 | 6.00 | 1 | 2.81 | 22 |
ss-uncommon|Red|Creature — Goblin Berserker Villain
|
2.5 | 3.8 | 4.33 | 3 | 3.06 | 21 |
ss-common text-light|Red|Sorcery
|
2.5 | 3.3 | 5.88 | 8 | 4.82 | 81 |
ss-rare|Red|Enchantment
|
0 | 5 | 1.00 | 1 | 2.00 | 6 |
ss-uncommon|Red|Legendary Creature — Human Rogue Villain
|
3.5 | 4.3 | 3.00 | 4 | 3.14 | 21 |
ss-common text-light|Red|Legendary Creature — Spider Human Hero
|
2 | 3.6 | 5.00 | 9 | 4.10 | 67 |
ss-common text-light|Red|Creature — Spider Horror Citizen
|
1.5 | 3.9 | 4.00 | 8 | 3.88 | 76 |
ss-rare|Red|Legendary Creature — Spider Human Hero
|
3.5 | 5 | 1.00 | 3 | 1.00 | 7 |
ss-mythic|Red|Enchantment
|
0 | 3.9 | 4.00 | 1 | 3.67 | 3 |
ss-rare|Red|Legendary Creature — Spider Human Hero
|
3 | 3.9 | 4.00 | 1 | 2.20 | 5 |
ss-common text-light|Red|Legendary Creature — Dinosaur Villain
|
2.5 | 3.3 | 5.62 | 8 | 4.27 | 58 |
ss-uncommon|Red|Creature — Human Rogue Villain
|
3.5 | 3.7 | 4.75 | 4 | 3.17 | 15 |
ss-common text-light|Red|Creature — Human Pilot
|
2 | 3.2 | 6.10 | 10 | 4.51 | 106 |
ss-uncommon|Red|Instant
|
2.5 | 3.8 | 4.33 | 3 | 2.80 | 17 |
ss-uncommon|Green|Creature — Human Citizen
|
2.5 | 5 | 1.00 | 1 | 2.33 | 24 |
ss-uncommon|Green|Legendary Creature — Spider Human Advisor
|
2.5 | 4.4 | 2.60 | 5 | 2.47 | 20 |
ss-common text-light|Green|Instant
|
2.5 | 3.6 | 4.82 | 11 | 4.13 | 78 |
ss-common text-light|Green|Creature — Human Advisor
|
3 | 4 | 3.91 | 11 | 3.37 | 57 |
ss-common text-light|Green|Sorcery
|
3 | 4.3 | 2.86 | 7 | 3.17 | 49 |
ss-common text-light|Green|Creature — Cat Villain
|
2 | 3.5 | 5.12 | 8 | 4.00 | 81 |
ss-rare|Green|Enchantment — Saga
|
5 | 4.6 | 2.00 | 4 | 1.80 | 5 |
ss-rare|Green|Legendary Creature — Lizard Villain
|
4.5 | 5 | 1.00 | 1 | 2.00 | 3 |
ss-common text-light|Green|Creature — Lizard Villain
|
2.5 | 4 | 3.78 | 9 | 4.03 | 76 |
ss-mythic|Green|Legendary Creature — Human Citizen Hero
|
5 | 4.9 | 1.25 | 4 | 1.25 | 4 |
ss-uncommon|Green|Artifact
|
2.5 | 3.8 | 4.25 | 4 | 3.11 | 24 |
ss-common text-light|Green|Creature — Human Warrior Performer
|
3.5 | 3.9 | 4.13 | 15 | 3.68 | 65 |
ss-rare|Green|Creature — Spider
|
3.5 | 5 | 1.00 | 1 | 2.00 | 5 |
ss-rare|Green|Legendary Creature — Sand Elemental Villain
|
5 | 5 | 1.00 | 2 | 1.25 | 4 |
ss-common text-light|Green|Sorcery
|
2.5 | 3.3 | 5.69 | 13 | 4.75 | 81 |
ss-rare|Green|Legendary Creature — Spider Boar Hero
|
4 | 4 | 3.67 | 3 | 2.60 | 5 |
ss-common text-light|Green|Legendary Creature — Spider Human Hero
|
3 | 4.4 | 2.67 | 9 | 2.79 | 53 |
ss-common text-light|Green|Legendary Creature — Spider Dinosaur Hero
|
2.5 | 4.2 | 3.36 | 11 | 3.00 | 54 |
ss-uncommon|Green|Legendary Creature — Spider Hero
|
4 | 4.8 | 1.67 | 6 | 1.65 | 20 |
ss-rare|Green|Instant
|
2 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-uncommon|Green|Creature — Human Citizen
|
3 | 3.9 | 4.00 | 4 | 3.15 | 18 |
ss-uncommon|Green|Instant
|
3.5 | 4.2 | 3.25 | 8 | 2.33 | 20 |
ss-uncommon|Green|Enchantment
|
4 | 4.3 | 2.83 | 12 | 3.00 | 24 |
ss-mythic|Green|Enchantment
|
4.5 | 5 | 1.00 | 1 | 1.00 | 4 |
ss-rare|White|Red|Legendary Creature — Spider Human Hero
|
4.5 | 4.9 | 1.33 | 3 | 1.20 | 5 |
ss-rare|White|Blue|Artifact — Equipment
|
4.5 | 4.6 | 2.00 | 2 | 2.38 | 8 |
ss-rare|Black|Red|Legendary Creature — Symbiote Villain
|
3 | 4.6 | 2.00 | 1 | 1.40 | 5 |
ss-rare|Red|Green|Creature — Human Citizen
|
3 | 4.9 | 1.33 | 3 | 2.00 | 7 |
ss-mythic|White|Blue|Black|Red|Green|Legendary Creature — Spider Human Hero
|
0 | 4.6 | 2.00 | 2 | 2.00 | 4 |
ss-mythic|Blue|Black|Legendary Creature — Human Scientist Villain
|
5 | 3.9 | 4.00 | 2 | 2.75 | 4 |
ss-common text-light|White|Green|Creature — Human Citizen
|
3 | 4 | 3.67 | 18 | 3.45 | 64 |
ss-uncommon|Black|Red|Legendary Creature — Goblin Human Villain
|
2.5 | 3.9 | 4.00 | 4 | 3.00 | 21 |
ss-rare|Blue|Green|Legendary Creature — Human Scientist Villain
|
0 | -0 | 15.00 | 0 | 1.25 | 4 |
ss-uncommon|Red|Green|Legendary Creature — Human Warrior Villain
|
3 | 3.5 | 5.20 | 5 | 3.40 | 26 |
ss-rare|Black|Green|Legendary Creature — Human Warrior Villain
|
3.5 | 5 | 1.00 | 1 | 3.00 | 4 |
ss-rare|White|Green|Legendary Creature — Human Performer
|
4 | 4.8 | 1.67 | 3 | 1.75 | 4 |
ss-mythic|White|Black|Legendary Creature — Human Villain
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-common text-light|Blue|Black|Creature — Human Rogue Villain
|
3 | 4.1 | 3.60 | 5 | 4.00 | 75 |
ss-uncommon|Blue|Black|Legendary Creature — Vampire Scientist Villain
|
3.5 | 3.6 | 5.00 | 1 | 3.13 | 23 |
ss-uncommon|Blue|Black|Legendary Creature — Human Rogue Villain
|
3 | 3.6 | 5.00 | 2 | 2.86 | 32 |
ss-common text-light|Black|Red|Sorcery
|
1.0 // 3.0 | 3.7 | 4.71 | 7 | 3.31 | 55 |
ss-uncommon|Red|Green|Legendary Creature — Human Villain
|
3 | 4.2 | 3.33 | 6 | 3.25 | 23 |
ss-uncommon|Red|Green|Sorcery
|
3 | 4.6 | 2.25 | 4 | 1.71 | 17 |
ss-rare|Red|Green|Legendary Creature — Spider Human Hero
|
3 | 5 | 1.00 | 1 | 3.00 | 4 |
ss-uncommon|Black|Red|Legendary Creature — Spider Human Hero
|
3 | 4.6 | 2.00 | 2 | 2.55 | 15 |
ss-uncommon|Black|Red|Legendary Creature — Mutant Villain
|
3 | 3.9 | 4.00 | 2 | 2.35 | 28 |
ss-rare|White|Green|Legendary Creature — Spider Human Hero
|
5 | 4.9 | 1.20 | 5 | 1.38 | 8 |
ss-common text-light|White|Blue|Creature — Spider Human Hero
|
2 | 3.6 | 5.00 | 4 | 2.90 | 56 |
ss-uncommon|White|Blue|Legendary Artifact Creature — Spider Hero
|
4 | 3.8 | 4.50 | 2 | 2.18 | 19 |
ss-common text-light|Red|Green|Creature — Spider Avatar
|
3.5 | 4.5 | 2.43 | 7 | 2.26 | 42 |
ss-uncommon|White|Green|Legendary Creature — Spider Human Hero
|
3 | 4.5 | 2.40 | 5 | 3.00 | 11 |
ss-rare|Blue|Red|Legendary Creature — Spider Human Hero
|
3 | -0 | 15.00 | 0 | 1.50 | 4 |
ss-uncommon|White|Green|Legendary Creature — Spider Human Hero
|
3 | 4.3 | 2.86 | 7 | 2.20 | 16 |
ss-rare|White|Blue|Legendary Creature — Spider Human Hero
|
3.5 | 4.6 | 2.00 | 6 | 1.90 | 11 |
ss-rare|White|Black|Legendary Creature — Human Scientist Villain
|
5 | 4.3 | 3.00 | 4 | 2.83 | 7 |
ss-uncommon|White|Blue|Legendary Creature — Spider Human Hero
|
3.5 | 4.4 | 2.67 | 6 | 2.63 | 27 |
ss-rare|Blue|Black|Legendary Creature — Spider Human Hero
|
3.5 | 3.2 | 6.00 | 1 | 3.50 | 5 |
ss-rare|Blue|Black|Legendary Creature — Symbiote Spider Hero
|
4 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-rare|Black|Red|Legendary Creature — Goblin Villain
|
3 | 5 | 1.00 | 2 | 1.60 | 5 |
ss-uncommon|Blue|Black|Legendary Creature — Human Artificer Villain
|
2 | 4.4 | 2.67 | 3 | 2.44 | 24 |
ss-uncommon|White|Green|Creature — Spider Hero
|
3 | 4.7 | 1.86 | 14 | 2.35 | 24 |
ss-uncommon|White|Blue|Legendary Creature — Human Detective Hero
|
3 | 4.1 | 3.40 | 5 | 2.83 | 16 |
ss-common text-light||Artifact — Food
|
2 | 3.3 | 5.83 | 6 | 4.13 | 75 |
ss-rare||Artifact — Equipment
|
1.5 | 4.6 | 2.00 | 2 | 1.75 | 4 |
ss-common text-light||Artifact
|
2.5 | 3.6 | 5.00 | 4 | 4.40 | 97 |
ss-common text-light||Artifact
|
1.5 | 3.5 | 5.25 | 4 | 4.50 | 96 |
ss-rare||Artifact
|
2.5 | 3.9 | 4.00 | 1 | 2.83 | 6 |
ss-rare||Legendary Artifact Creature — Spider Hero
|
3.5 | 4.8 | 1.67 | 3 | 2.00 | 7 |
ss-uncommon||Legendary Artifact Creature — Robot Villain
|
1.5 | 2.9 | 7.00 | 1 | 4.24 | 26 |
ss-common text-light||Artifact Creature — Human Robot Villain
|
2.5 | 3.1 | 6.25 | 4 | 4.71 | 99 |
ss-common text-light||Artifact Creature — Construct
|
2 | 3.1 | 6.38 | 8 | 4.79 | 87 |
ss-common text-light||Artifact — Vehicle
|
1.5 | 3.3 | 5.88 | 8 | 4.89 | 101 |
ss-rare||Artifact
|
0 | 3.6 | 5.00 | 2 | 2.60 | 14 |
ss-rare||Artifact — Equipment
|
3.5 | 5 | 1.00 | 2 | 1.20 | 5 |
ss-common text-light||Artifact Creature — Spider Robot Scout
|
1.5 | 3.3 | 5.75 | 4 | 4.06 | 72 |
ss-uncommon||Artifact — Vehicle
|
1.5 | 3.6 | 5.00 | 2 | 3.64 | 37 |
ss-uncommon||Legendary Artifact Creature — Human Villain
|
2.5 | 4.1 | 3.50 | 2 | 2.39 | 26 |
ss-uncommon||Artifact — Equipment
|
1 | 3.3 | 5.67 | 3 | 3.13 | 35 |
ss-common text-light||Artifact
|
2 | 3 | 6.50 | 6 | 4.83 | 94 |
ss-common text-light||Artifact — Vehicle
|
2.5 | 3.4 | 5.45 | 11 | 4.36 | 89 |
ss-uncommon||Land
|
2.5 | -0 | 15.00 | 0 | 3.18 | 29 |
ss-rare||Land
|
3 | 4.6 | 2.00 | 2 | 2.00 | 9 |
ss-common text-light||Land
|
3 | 3.8 | 4.40 | 5 | 3.93 | 44 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 2.33 | 3 |
ss-common text-light||Land
|
3 | 3.7 | 4.75 | 4 | 3.71 | 43 |
ss-common text-light||Land
|
3 | 4.1 | 3.50 | 2 | 3.33 | 63 |
ss-common text-light||Land
|
3 | 3.5 | 5.27 | 15 | 4.39 | 58 |
ss-common text-light||Land
|
3 | 3.9 | 4.20 | 5 | 3.47 | 59 |
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 2.20 | 6 |
ss-common text-light||Land
|
3 | 3.9 | 4.00 | 9 | 3.23 | 60 |
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: