Pseudo-annihilator is kind of cool, but it's understatted and expensive.
A 6-mana 4/4 flyer doesn't real move the needle in Limited these days.
If you can cast this, it's pretty amazing, and usually going to wreak havoc on the board. But 9 mana is hard to get in Limited.
She can fuel herself of course, and you'd probably play a 5-mana 3/4 with lifelink anyway -- but she's one that also buffs your board and works with other life gain payoffs in the format.
This was a pretty legit buildaround last time we saw it. Gate decks really want this card, since they often have slow starts because they are playing so many colors and so many tap lands, the Angel helps even things out on turn 5, and often pulls you ahead. If you don't have lots of gates though, she's pretty bad.
This is pretty nice in aggro decks, as it can get a couple blockers out of the way and then add a reasonable creature to the board.
This is pretty expensive for the buff, and while Rebound does mean you get it twice -- the second time your opponent knows it's coming.
This is a fairly formidable threat on it's own, and if you get it late you can buff a creature you already have in a big way, while also making sure you have some value left over.
This is great removal if you're in Red/White, as it's effectively a one mana Oblivion Ring. But if you're not in Red/White, it's useless.
This is solid removal spell, though not shutting off static and activated abilities can be a problem sometimes.
This buff is huge, and upgrades almost any creature into something that is relevant at the very least. Flash means it can effectively wreck combat on your opponent out of nowhere too -- or at least allow you to augment your board when your opponent doesn't expect it. It's like a mass pump spell that sticks around, which is pretty sweet.
Turning a land or something else expendable into a 3/2 is pretty sweet, and once it transforms it maintains the ability to churn out tokens while granting itself and all those tokens Vigilance.
A three mana 1/1 with double strike is way too fragile to be great, and paying 6 for +1/+1 and double strike doesn't really move the needle either.
Those 2/2 tokens are great at protecting him, and where you get most of the value here -- but the fact he can also rumble and give you an anthem emblem is great -- he can even give you the emblem the turn he comes down!
If you don't have a few Enchantments to get with this, it's unplayable. If you do have some Enchantments -- especially if they are creatures or removal spells -- this ends up being a really good Common.
The baseline here is nice, and the format has enough ways to target him -- including Auras -- that the upside is very accessible.
Neither mode of this card is all that good individually, but the flexibility is nice.
This is a solid two-drop for aggro decks, as it can really allow you to get in for extra damage.
This is a land that can also be a removal spell. Sure, the removal is conditional -- but if you draw this in the late game you're going to be very happy you didn't draw a regular land, as this is likely to kill something for two mana. The modality here is great.
This has okay stats, and the format has enough Enchantments for this ability to be relevant sometimes.
This costing double white really holds it back, as you're unlikely to be able to consistently cast it on turn two. However, it does help with Devotion and a 2/2 first strike is pretty much always relevant.
This effectively adds 4/4 worth of Vigilance stats to the board, and 2/2 of it basically has Haste. Adding that body to the board really helps offset the downside Auras usually have.
It's not always easy to transform him, although is indestructibility helps make it happen a little more often. The Planeswalker he becomes isn't really one who takes over the game, though. It's nice and can help you win, but it isn't going to turn the game on it's head or anything.
A one mana 0/4 is kind of brutal, but buffing this is plenty doable in the format.
If you're behind, Linvala is likely to pull you ahead. The same is true if you're at parity. And if you're already ahead and don't get either trigger, well...a 6-mana 5/5 flyer is probably enough to finish off the game.
The stat-line is bad, and even in a format with a decent number of Enchantments, you frequently don't have one to get back.
In a deck with enough ways to trigger this, it turns into quite the engine. Although, you'd be surprised how often you just don't have the spare mana to pay for it.
The Heroic trigger is strong, but it's hard to cast and super vulnerable when it comes down.
This can help you trigger Heroic while buffing yoru whole board, and certainly has it's moments. However, if you don't have Heroic and/or don't have a built out board, it's just a bad combat trick.
This always gives you a great deal, and at instant speed! It can allow you to really devastate an opposing attack, or simply add so many bodies to the board that your opponent can never come back from it.
This is a more situational modal double-faced land, but it's always nice when a land has the potential to be a real card.
This style of card is never good in Limited. You go down a card for a highly situational effect.
It can't take down everything, but it can answer most early-game creatures quite efficiently.
Even if you have lots of Enchantments, this is a card that doesn't add to the board in any meaningful way, and it's not even guaranteed to keep your opponent from killing you.
This has passable stats and Enchantment typing, and while the effect is symmetrical, it's less likely to affect you in White.
This looks like a more legit Limited buildaround than it did last time we saw it, as this format has tons of Enchantments -- but it's still going to be difficult to really get it going. If you have like 10+ Enchantments I say go for it, but anything less and it'll be tough to get going.
Instant speed Oblivion Ring is pretty sweet, as it means you're more likely to produce blow outs, and paying three to exile a creature is always good.
This can attack like mos ttwo mana 2/2s early, and then it can crank out a 1/1 for free every couple of turns once it can't attack anymore. That's pretty great.
It's efficient, but when it doesn't have Flash it's pretty bad -- since it means that your opponent will force you to deal with an attack before you kill their thing.
4 mana for a 3/4 worth of flying stats is an okay deal.
This was an amazing card last time we saw it, as you can usually get those spirits for very little mana. They get better in multiples too!
A 4-mana 3/3 lifelink isn't very good, and that stat-line also means it'll be tough for this to ever become renowned.
It's definitely expensive, but if you can play this and leave mana up to blink it, it's probably never going to die, and it's always a threat since it's hard to block and can hit pretty hard.
This is some nice 1-for-1 removal that even improves your card quality.
Even in a format with an Aura/Heroic theme, I'm skeptical of this being worth a card in most cases. You open yourself up to a very real risk of a 2-for-1, and the payoff is pretty medium.
This certainly has some blowout potential, and it can permanently change into another creature -- but it's also a 2-mana 1/1 that takes some significant set up to be relevant.
You need to have some board state to get it going, but that's not a huge ask, and in Blue you may even have evasive creatures who can draw you lots of cards.
A two mana 2/1 with Flash really isn't worth playing, but if you have enough ways to grow it, it ends up being a solid card.
Starting out as a 3-mana 1/1 is rough, but as soon as you get one counter on it you're in business, since it's unlikely your opponent can ever deal with it without giving you serious value -- and left unchecked it can just win the game.
This is awesome on turn one -- and a lot less awesome the rest of the game, since it's unlikely to grow quite as much. It's a terrible topdeck, too.
This is always a nice card selection spell, and in a format with plenty of Prowess and similar effects, it'll be solid.
If you don't Surge this, it's pretty bad. You bounce everything sure, but your opponentl likely rebuilds before you do. But if your deck has lots of one and two mana cards and you Surge this, it feels absoultely absurd since you get that huge creature token and end up way ahead on board.
It's generally not worth giving your opponent a bunch of cards and giving them the opportunity to use those cards first makes this truly terrible.
This counters most spells and is easy to cast. It can generate some great tempo.
This was a SUPER good common last time we saw it. If you're in Blue with lots of spells, you're going to frequently make this a two mana 0/3 that draws a card on ETB, and the fail case is a two mana 1/4 that helps you load the graveyard.
This is a decent gate buildaround, though not usually one of the premium ones you're after. It is nice that it gives you value whether you already have Gates when it comes into play or if you play them after.
Paying two for this feels pretty incredible, as it replaces itself and gives you some nice tempo. Paying 4 makes it a little harder to feel good about the tempo, but that's a passable card too.
It's not always easy to set this up -- it's a terrible top deck, for example. But if you can play something that costs one on turn 4, and then play this it feels like a quality turn. Problem is it just doesn't always line up.
2/3s with Prowess tend to feel pretty good, as the high toughness that can go even higher makes them tough to block, and the Skaab is a pretty nice threat even when you can't trigger Prowess, because your opponent has to respect it.
A two mana 0/2 that loots for free is a great Limited card, and this one has the ability to turn into a very relevant Planeswalker.
This was surprisingly hard to get in with last time we saw it, but when you do it feels pretty amazing.
A land that can also counter spells is amazing. Basically, if you have this early you can hold on to it and hope to snipe a spell in the first few turns -- and once you need a land, it can do that too.
This is a 4-mana 2/1 that makes a 2/1 token all on it's own, and it'll often spit out an Elemental army. It can be answered by a single removal spell, though.
This is a nice cheap way to blank removal, and sometimes it can even win combat.
This is a pretty great spell build around. A 1/1 flyer is worth pretty close to an entire card, so stapling that to a spell is pretty amazing.
Getting the Prowess buff combined with the ability to freeze down creatures allows this to take over the game much of the time.
Wind Drake isn't that exciting, but it's sort of passable, and in the late game putting this on just about any creature makes it a major threat.
This is a solid build around for gates decks, where it's virtually always a 2-for-1.
It replace itself so that it's not a complete dud, but you just don't have this and a Sorcery worth giving Flash to in your hand often enough for it to be very good.
This is terrible in Limited. If you use it on your opponent's creature, you effectively 2-for-1 yourself, and using it on your own is only moderately better.
Cancel isn't usually very good in Limited, but in the late game this turns into a 3/3 that counters a spell, and that's enough upside to make this Cancel variant worthwhile.
A 6-mana 6/6 is a reasonable top-curve creature -- and if this ever goest Monstrous you probably win the game, as it's probably smashing in for 10 all on it's own. Problem is, getting to 8 mana doesn't happen that often in Limited.
This feels pretty bad the turn you cast it, but on the next turn you get the effect again with all of your mana available. Ultimately you get a pretty nice 2-for-1, and probably some spell triggers, too.
This is super situational, and not all decks will really be able to get a card out of it. But in decks that can, it's a land with some pretty solid upside.
8 mana is a lot, but this does often win you the game even if you're really far behind. Your opponent can't attack you, and they end up taking 8 a turn.
You get two bodies out of one card which is always nice, even if they are overcosted in both cases.
This is tough to cast in Limited, but not impossible. There are graveyard decks in the format, and they'll be able to fire this off, and oftentimes it will be gamewinning, as Time Walk effects so often are.
A surprisingly high percentage of your opponents will be playing Red or Green, and against them this is pretty close to a two mana 2/2 that destroys a creature. That means you should main deck this, since the fail case is passable and the upside is so good.
You need a graveyard deck, but if you have a good enough one this basically becomes Ancestral Recall.
This is a bit overcosted, but the combat damage trigger is nice.
This basically gives itself or another creature pseudo-vigilance. You're not going to usually be able to pull off any shenanigans, but a two mana 2/1 flyer with this ability is pretty solid anyway.
This doesn't feel great either way you cast it, but the flexibility keeps it from being too bad.
Extort is never as good as it looks, mostly because it's tough having the extra mana available at the right time.
7 mana is a lot, but this does draw the three best cards in your deck. Granted...you probably have to wait a full turn to use them, and if you ever have cards in your hand when you cast it, it's pretty terrible.
This is a pretty decent creature when you need it to be -- and you can always play it as a land when it's in your opening hand.
This is pretty bad until you reach the point where it draws you cards -- at which point it's pretty amazing. But it's pretty bad an early game play.
There are enough Zombies in this set for this to generate a 2-for-1 pretty often.
This can gain you a bunch of life, but a graveyard has to be well-stocked, and just gaining life is rarely worth a card anyway.
This kind of card is almost never going to do something good. Sure, maybe you make your opponent discard some cards they wanted to hold on to, but that upside is negated by the fact that you are the one who used the card -- and it's just as likely that they draw into what they were looking for.
Edicts are nice, but letting your opponent gain life isn't the best. You can use it to gain life yourself in a pinch, but if you're forced to 2-for-1 yourself like that, you're probably losing.
If you have a decent board state, this wreaks a ton of havoc on the game, and the fact you can flash it in is really important, because you can surprise your opponent by turning every chump block into a removal spell out of nowhere. It does need you to have a decent board state, though.
This is great at stocking the graveyard, and it's ETB is usually going to make your opponent lose 1 life or more, while you get a pretty nice creature.
In a pinch this can sacrifice itself for the trigger, and if you have something really expendable it can be particularly great. Holding on to the death touch creature is nice, because it means you can always trade with this.
If you are good at loading your graveyard, the Angler is a pretty nice payoff. It's just a big vanilla creature, but playing one of those for 1-3 mana is pretty nice.
When this hits something it'll feel completely insane, and it's three mana 3/1 Intimidate body is a passable baseline.
It's pretty sweet she gives you a 2/2 zombie when she transforms, so it's a built in way for her to protect herself. However, it's harder than you'd think to transform her. Mostly because your opponent really has control over when and if it happens, unless you've got some sacrifice outlets.
Free sacrifice outlets always have a ton of potential, and the threat of activation on the Nantuko makes it hard for your opponent to block it.
This can be huge for sure, but it can also be super underwhelming.
Being capable of both drawing you cards and destroying creatures is often the sweet spot for a planeswalker. The removal helps him stick around, and then the +1 is likely to find more ways to defend Ob Nixilis as he generates more value.
This kills almost anything for three mana, and even turns off graveyard shenanigans -- including death triggers.
A three mana draws 2 that loses you 2 life is a passable card in many Black decks, and this has some serious additional upside. Of course, sometimes it'll only draw you 1 card, too.
Having a free discard spell attached to a land is surprisingly good. You won't always hit something with Predation, but it's great disruption when you can -- and if you're pretty sure that effect won't do anything, you can always play it as a land.
5-mana for a 5/5 flyer and a 2/2 is pretty great, and Black has plenty of ways to get rid of the 2/2 so you can shut off the downside. Your opponent often won't want to block or attack into the 2/2 either -- which is itself a disadvantage.
This is always a nice draw spell. You can see up to 4 cards, which is great for 3 mana.
This is a reanimation spell that requires you to have a creature for it to do it's thing -- with the added upside of potentially triggering that creature's death and/or enters trigger. Still, it's way too fiddly to work out very often.
The stat-line is bad, and there are better ways to load the graveyard in the format.
If you've got a sacrifice deck, this is a decent build around since it can constantly give you fodder, albeit inefficiently.
The 4/6 death touch body is going to give your opponent pause all game long, and giving up your most useless creature in play for the best card in your deck is usually well worth it.
The stat-line is bad, but there's plenty of fodder in the format -- and in a pinch it can sacrifice itself for the effect.
This is mostly just a Delve creature that's a 4/4 -- that's where most of the value is, anyway. You shouldn't really count on getting a bunch of keywords in Limited.
This can outright kill something small, but it's almost better when you put it on a creature that doesn't die. Turning a 4/4 into a 2/2 is usually enough to take away it's relevance, and Stab Wound can bleed your opponent out surprisingly quickly.
This is a very nice trick because it's so cheap, and great in combat or against removal.
Even casting this for 4 or 5 mana feels pretty good, and his activated ability can generate insurmountable value.
This is a fine one drop for Black aggro decks.
This is unplayable if you don't have like 6+ gates, but if you do it's a pretty nice payoff.
This can't hit artifact creature or multicolored creatures, but that still means it can kill almost everything in the format at instant speed for only 2 mana.
This sets up the graveyard nicely, and even has a decent effect to take advantage of that fact.
This can make it easy for you to have Black mana -- although it makes it easy for your opponent too. It's mostly a swamp with upside, though, although it has way less upside in Limited than in other formats.
This looks pretty sweet, but it's very clunky and lifelink alone isn't often worth it. You need the right kinds of creatures to get back too -- like with a good enters trigger and/or lots of size, and that's hard to set up.
A three mana 2/2 that dies into a 2/2 is a card you'd always play, and there are plenty of other Humans in the format too.
There are several free sacrifice outlets in the format that can run wild with this, and the effect is pretty solid anyway.
You'd never play a card that's always a 6-mana 4/5 trample, but this is a land in the early game -- and it's a land that if you draw late, adds a pretty real body to the board.
This is a solid Heroic trigger, but the ones that make a creature better in combat are the truly backbreaking ones.
If you have a nice mix of instants and sorceries this can be decent -- it becomes very difficult to block or attack into in combat. But it still dies to super cheap removal, and it frequently won't have these two keywords.
A 5-mana deal 4 is bad, but Surging with this is pretty doable.
This has a solid baseline and can really let you dig deeper into your deck by the mid-game.
As soon as you remove a creature with this, the worst that's going to happen to you is a 2-for-2. And if the creature you put it on is left unchecked, it's going to take over the game in most scenarios.
Chandra can often come down and wipe away most of the board, her 0 ability is a nice source of card advantage, and her +1 puts your opponent under a lot of pressure. She may not protect herself very well, but each of her abilities is very good.
This can generate 2-for-1s incredibly efficiently, and it gets even better in a heroic format.
Two mana deal 3s are always great, and sometimes you'll be able to bolt your opponent in the face, too.
This is a nice way to trigger heroic since it replaces itself, and that also makes it have a very reasonable baseline.
Dying to two mana removal is pretty brutal -- but as soon as this attacks it puts your opponent in a very ugly spot. They can only chump it for so long.
A three mana deal 4 is always great removal. And it can go after your opponent, too.
Getting this effect at instant speed for two mana has always played well. Sure, you need a creature -- and you have to be careful not to play it when your opponent can interact, but because it's an instant finding that window isn't too hard.
Three mana to deal 5 is already a card you'd always play, and this has absolutely absurd late-game upside.
This wasn't very good last time, and I don't think it will be here, either. It does stone nothing on it's own, and that's a pretty big liability.
This is a nice build around if you have a controlling version of the 5-color gates deck, but unplayable otherwise.
This was Red's best Common last time we saw it, and it'll be in the conversation here too. Three mana for a 2/1 and a 1/1 flyer is excellent.
Getting a free Goblin token every turn is pretty incredible, and usually means the Rabblemaster can attack on many board states. Forcing the other Goblins to attack does decrease just how useful they can be -- but you can use them as sacrifice fodder or back them up with combat tricks to really punish your opponent.
This underperformed pretty hard last time we saw it. It's because it has some awkward tension. If you have a creature that is big enough to kill something big of your opponent's well...you probably don't want to sacrifice it. And sacrificing something that is fodder is likely to result in a very minimal effect.
This is better than it looks! Sure, symmetrical draw isn't awesome -- nor is giving your opponent a card, but you always get to draw cards with it first, and that makes a huge difference. It can get especially nice if you sacrifice it in response to the ability.
It's not going to be easy to trigger this in the graveyard in this format, and that's where most of it's value comes from.
The stat-line is bad, but Shocking something every time you trigger Heroic is pretty nice.
This can get out of control in a hurry in really aggressive decks. It's good on turn one, and also good when you draw it late and make your board incredibly difficult to block.
A two mana 2/1 trample is bad -- and a two mana 3/2 trample isn't insane either. This makes you jump through hoops to get there.
Neither mode on this is especially exciting, but they are both passable. Playing it as an Aura on your creature does usually give you the best value. On occasion, you can put it on an opposing creature to force an attack, which is kind of funny.
While not as good in Limited as it is in 60-card formats, the Swiftspear is still very good. It does a ton of damage early, and prowess helps keep it relevant all game.
This is a Sorcery-speed two mana deal 3 that has some actually relevant Planeswalker upside (at least when the Planeswalker bonus sheet is on Arena)
This is just way too slow. Sure, making your creature bigger and casting Lightning Bolt for two mana is great, but you need a creature who can already attack, and if your opponent finds removal before it goes off, you get brutally 2-for-1'd.
It doesn't add to the board, but choosing the "Khans" option is a pretty good way to win a game, as drawing an extra card every turn is very powerful.
Even without the activated ability this card is incredible. With it? It can function as removal, too.
A 4-mana 3/3 Menace is passable, and if you draw it late, it's likely to drastically improve your attack.
This was surprisignly great last time we saw it. The buff doesn't always let your creature survive combat, but even just chipping in for extra damage and then adding a 3/1 to the board is a pretty good deal.
Getting in with this isn't always easy, but when it does it becomes a very good creature that is likely to punish your opponent once or twice.
Dragons aren't a huge theme in this format, so this will usually just be pinging things. It's certainly imposing and the free pings are nice, but it's also very difficult to cast.
This has a nice aggressive stat-line and it does punish your opponent in a pretty big way for casting stuff on your turn.
A 5-mana 4/4 with Flying and Haste is pretty sweet, and it can certainly become even more of a threat a few turns later -- the monstrous trigger is unlikely to do much additional damage, though. It's completely backbreaking against White decks, too.
This is a great design for a MDFC, since early you'll just play it as a land -- and late, it can become a pretty nice draw spell.
Shock is always great in Limited, and this is Shock with upside. Killing 3 or 4 mana creatures with this can swing a game wildly in your favor.
You get a pretty good return on your two mana investment + a card, since you add something to the board while digging deeper into your deck.
If you could always play him on turn one he'd be really good -- but that's not how Magic works. In the later stages of the game it's just a bad card.
This looks pretty exciting -- but it's kind of like Swiftfoot Boots -- that is to say, awful in Limited, because the creature you put it on already has to be good, and that really limits it's utility.
This can be a pretty potent combat trick -- but it can also be a blank card. And you need three green pips just for it to be Giant Growth, so it's tough to make it worthwhile in Limited.
This offers a buff that makes most creatures into decent attackers, and it doesn't really matter if your opponent trades for that creature because you get to draw a card.
You'll always play this as a land early, and then in the late game it can get your best card back from the graveyard -- which is often exactly what you want at that stage of the game.
This is where you want to put your Auras, counters, and equipment -- but without those things, it's pretty mediocre.
Flashing this with Bestow is the way to generate the most value, as it will let that creature kill almost anything and the buff sticks around. And even if the creature you put this on also dies, the Satyr sticks around.
This is always an excellent Uncommon. It's very easy to destroy creatures with on most board states, and sometimes you even get a 2-for-1.
This can load your graveyard while giving you some card selection, but you need to be a graveyard deck and/or enchantment deck for this to get there, and that's not going to happen often enough. Most of the time it's better to play a two mana 2/2.
This is a great sideboard card, but there aren't enough enchantments or artifacts in this set for it to be good in the main deck.
This fixes your mana pretty effectively while also adding a body to the board. I wouldn't count on cashing it in for 3 cards, though.
This at Common is pretty amazing! It gives you amazing fixing, especially if you're in a gate deck -- and it's almost always going to generate a 2-for-1.
Evolve creatures are awkward in Limited since they are good if you get them down early and terrible if you draw them late.
This is a great gate payoff that can serve as a very legitimate win condition when you have a bunch of Gates.
This is a great creature to augment thanks to hexproof, but it's very bad if you can't do that.
This has a nice baseline, and while it doesn't technically have "Heroic" it works the same way. Combat tricks and fight spells are the Rhino's best friend, and there's enough of that in the format for this to be pretty amazing.
The attack trigger counts itself, so even if it's all alone it attacks as a 5/4 trampler, and there's a good chance that you have plenty of other cards that this makes much better.
Having the mana left over after triggering Heroic is a pretty big ask, even if the ceiling here is really impressive.
This is pretty insane at Uncommon. It gives you two very real bodies -- one of which is appropriately costed, and the other is undercosted. You can also mill or discard it and get a 6/6 trampler in the early game.
This card is really annoying to play against. It's impossible to attack on the ground without giving your opponent a ton of value, so it grinds the board to a screeching halt. Removal can still deal with it, but if it's damage based you put your opponent in the same spot. It's almost purely a defensive card, but it's one of the best ones there is.
The Ambush is a mediocre removal spell, but having a land that can also be a removal spell is amazing.
This ETB usually results in the Harpooner dying too, but if you're paying 2 to kill a big flyer you're going to be happy with that. And when you can't use the ETB, it's still a solid 2 drop.
This feels fine on two, and Bestowing it for 4 is often going to make one of your creatures much more effective.
This will always feel a tiny bit expensive, and it's terrible in the early game -- but from the mid-game on, it just gets better and better.
This is pretty bad in most decks, but if you're good at loading the graveyard it's a pretty slid threat.
A 4-mana 4/5 with Reach plays reasonably well, and in the late game it turns into a very big monster.
You're always playing a three mana 2/2 that grabs you a Forest, and in the late game this turns into a very powerful planeswalker. Even if she just makes the 4/4 and dies, you got incredible value -- and if she sticks around, she's going to dominate the game.
Her plants can protect her, and her -2 can turn any decent board state into a much better one. She's a three mana planeswalker that usually wins the game if you play her on 3, and usually wins the game when you get her late, too.
This is a nice card selection spell, and while the Planeswalker sheet is around, it's other effect might actually come up.
A 4-mana 5/5 is pretty beefy, and the Monstrosity here can be really strong -- even if you're just paying 2 for X, it ends up letting you kill something and grow Polukranos to a 7/7, and the ceiling is much higher.
This is a great recursive spell because it's an instant, and it gains you a ton of life -- which gives you the time to use the card that you brought back.
When you have Ferocious this is incredible. When you don't, it's pretty bad. Good news is, Green decks will often get there on Ferocious.
Without even trying, this will usually leave behind at least a 1/1, and by the later stages of the game killing this will result in a huge monster token.
This is always kind of a win-more card. If you have enough creatures in play to draw a bunch of cards, you're probably already winning.
A two mana 2/2 with Flash and Reach is playable, and against Blue opponents this can straight up kill X/2s that are attacking.
Hexproof means you're always always going to get that mana on your next turn. You don't have to worry about the bird getting bolted, and that's a huge deal.
This can always hit a land, and will often have an Enchantment to hit by the time it comes down, and this is certainly a big body.
This is mostly sideboard material in the format. You can't count on there being a permanent it can hit.
This is a nice way to ramp your mana.
Because this triggers at your end step you're almost always going to get that first manifest before your opponent can do anything about it, and you're going to end up with lots of 2/2s in no time. Throw in that activated ability, and you have a crazy powerful card.
This'll be a 4-mana 4/4 with vigilance and trample without you even having to try, and if you have more colors of mana around it becomes even more efficient.
A three mana 3/2 with first strike and vigilance is already pretty good -- and this Heroic trigger can be devastating.
This is hard to cast, but well worth the effort. It adds a big evasive body to the board that permanently eliminates a permanent, and even if your opponent kills it, they lose another one. Make sure to take Orzhov gates when you see them, though.
This does nothing for a full turn, and then very little on your next turn -- but after that, things really start to snowball, and within a few turns this will overwhelm your opponent.
This is a very nice removal spell that happens to have two other useful modes.
This protection will be relevant against like 40% of opponents, and that's a big deal. You shouldn't count on it taking to the sky, but it's not impossible either since it has lifelink.
This isn't going to be as insane as it was in Crimson Vow, because there isn't much Blood in the format. But this is still an excellent card because of the stat-line, the useful blood token, and on occasion you can turn the Harvester into removal.
This can be dealt with by straight up "destroy" or "exile" removal, but combat and most other removal will give you a 2-for-1.
This is here for 60-card Pioneer. It's tough having good enough mana and something worth tutoring up with this.
This is a great sacrifice outlet, and protection is pretty good at keeping it alive and/or allowing it to get in for damage.
This gives you so much value for three mana. Just getting a 2/3 and a 1/1 for that cost is a slam dunk, and this 1/1 can produce mana and you get some Scry triggers, too.
Gate decks in this format will probably actually be able to cast this, and obviously it's pretty scary when that's the case. Most decks can't play it, though.
The Overload isn't relevant very often in Limited, and this is just a harder-to-cast Cancel most of the time.
This is a great sideboard card, but even though this format has a decent number of Enchantments, it isn't really enough for you to ever want this in your main deck.
Adding a 4/4 body to the board, bouncing something, and making your opponent discard is very nice for six mana -- and sometimes it can effectively destroy the creature it bounces.
This is what you should expect for 7 mana. A huge flyer that ends the game in a swing or two that also kills 1-2 creatures when it enters. If your opponetn has the answer they probably aren't dying immediately, but Atarka will have devastated the board by that point so you always come out ahead.
This takes over the game if it's left unchecked, because lifelink makes almost any race impossible -- the one knock against Dromoka is that if your opponent has the answer, it just ends up being a 1-for-1 trade.
The last ability doesn't really matter in Limited, but a 6-mana 6/5 with Flying and Haste is likely to smash in for 6 right away, and every future creature you play will be able to do the same. In the instances when the 10 damage effect does matter, it's pretty hilarious.
Hexproof while it's untapped means you're virtually always going to get in for a hit, which means you set up at least a 2-for-1 -- and if Ojutai isn't killed, it's going to do tons of damage and draw you lots of cards.
Stealing an opposing creature is incredibly strong -- it's like the best removal spell ever -- and this also gives you a prety nice body on it's own. Your opponent might get the creature back if they have an answer, but usually you end up with a full turn where you stole their best creature, and that's often enough to swing the game in your favor.
Two mana to kill any creature or planeswalker is an incredible deal. This will be extra good when the Planeswalker bonus sheet is around.
Scavenge means this gives you value in addition to being a solid three mana 3/3 haste. While it's not quite a 2-for-1, getting 3 +1/+1 counters is pretty close to a card of value.
You just can't have a deck with enough mana and enough spells for this to actually do something.
This feels great on turn two, and in the late game it becomes a 4/4 that is near impossible to deal with.
Garruk is a planeswalker that completely takes over the game. The 3/3 tokens it makes are incredibly imposing and nearly impossible to deal with effectively for your opponent -- and he also comes with the ability to destroy creatures. That's where most of this card's value comes from in Limited, and that's plenty to win most games.
The "Bloodrush" here is the more potent part of the card, as that buff helps basically any creature win any combat. The creature does have to be attacking though, and if you're behind on board and you can't attack, you can just play this out as a decent creature.
This is ultimately 2 mana for a 2/1 with Vigilance and a 1/1 Flyer. While you don't get both of those at the same time, the fact remains that you are getting a great rate.
This is good at ramping your mana, and it can also give creatures pseudo-vigilance or help you reuse activated abilities.
This is very difficult to deal with if your opponent has mana up, and it's ability to grow makes it a very real threat. That's a devastating combination.
This is mostly just a three-mana 4/4, although, on rare occasions, you'll get to put it into play for free.
This removes a creature from the equation for a whole turn, while adding a pretty solid body to the board. That's some seroius tempo.
This is here to enable Heroic stuff in the Red-White deck, and it's a passable combat trick even when you're not pulling that off.
Medomai is pretty clunky, and needs a clear sky and a turn, but if it hits your opponent once, the game will usually be over.
This will be able to rumble as a 4/4 a decent chunk of the time in Blue-Red, but you're only getting a slightly above-rate deal when that's the case.
This is hard to make use of in Limited, as not all decks can draw extra cards. I think that makes it a sideboard card that you bring in against Blue opponents, more or less. When you can steal those draws, it feels pretty insane.
This is a good enabler for graveyard decks, and a passable payoff, too.
This is a bit clunky, but it's also a 2-for-1 that usually gets you back a very real card -- like a creature or removal spell.
Typically, you won't be able to copy a creature that is worth the 6 mana you spend -- but if the Mimic makes it to your next turn and spits out a token, you'll come out ahead -- and if your opponent can't kill the Mimic, things will snowball in your favor.
This has an imposing stat-line, although the fact it has to attack will sometimes backfire -- like if your opponent has a death toucher. But most of the time, they won't have one creature that can take it down anyway, and the 6 damage trigger comes up a decent chunk of the time, too.
Making a 2/2 for two is fine, and while the other two modes are more situational, they are both great in the right situation.
This will wiff most of the time, although it'll probably be a little bit better when the spell bonus sheet is around.
This puts both players in top-deck mode, and in theory the 6/4 you just put on the board will make it likely that you're ahead, although it's not a guarantee.
This is a two mana 2/2 Flyer at worst, and with Gates in the format it isn't impossible for it to be a 4-mana 4/4 flyer or a 5-mana 5/5 flyer.
I don't love that this doesn't add to the board, but it's usually going to draw you a few card and stock your graveyard.
This is tough to block all game long because of Prowess, and if you get it down early it can put the game away on it's own.
You don't always have a creature that's worth bringing back, but when you do this feels pretty good.
This is a strong Heroic trigger, since it permanently grows the Legionnaire while also improving your draws -- which can often mean more heroic triggers.
This can Flash in and buff a few creatures, and just adding a 2/3 to the board out of nowhere means it can ambush block 2/2s pretty effectively.
This will always improve your hand while giving you a body that gains you life and can trade with anything -- that's all stuff Blue/Black decks are happy to do.
It's a little risky playing this on just any creature, although the lifelink does mean you can usually get some value out of it before your opponent 2-for-1s you by destroying your creature. But if you have some of the hexproof creatures in the set, this can be a devastating play.
Not adding to the board is always risky at 5 mana, but this does give you serious card advantage, and ramping your mana makes it more likely you will have a big play on your next turn.
This is just a big vanilla creature. It'll never feel bad, but it'll never feel great either.
The base stat-line is awful, and buffing the Construct isn't particularly easy.
3-mana mana rocks are rarely good in Limited, but if you really need fixing or ramp, you'll use this.
This is a very powerful gate payoff, since you can get it down ahead of schedule and bring it back pretty easily. It's unplayable outside of the gate deck, though.
This was pretty weak last time we saw it, and it will be here too. It has bad stats, and while getting Treasure can be nice, paying 2 mana for it isn't.
The body you get is bad, but it draws you a card that usually fixes your mana. It's great fixing.
These offer great fixing, and the format has tons of gate payoffs, too.
These offer great fixing, and the format has tons of gate payoffs, too.
These offer great fixing, and the format has tons of gate payoffs, too.
These give you good fixing, though there isn't much additional synergy in the format for it.
This is a bit clunky since you need to effectively spend a mana on it, but the gate typing definitely matters.
These offer great fixing, and the format has tons of gate payoffs, too.
These offer great fixing, and the format has tons of gate payoffs, too.
There aren't enough dragons in this format for it to be worth playing a land that is bad for your mana base.
Creature lands are amazing, especially when they can produce two colors of mana. This gives you the mana fixing you want, and later in the game it can attack or block as a very real creature thanks to death touch.
These offer great fixing, and the format has tons of gate payoffs, too.
A 3/3 body isn't always great, but we're still talking about a land that can attack and block in the late game.
Even in a format with Gates, you're not going to win the game with this, and it isn't good enough at fixing your mana, either.
A 2/1 with double strike is a body your opponent always has to respect. When a land has that relevant of a body in the late game, it feels almost like a 2-for-1.
These offer great fixing, and the format has tons of gate payoffs, too.
These offer great fixing, and the format has tons of gate payoffs, too.
This is a decent late-game mana sink, but it hurts your mana base in the mean time.
These offer great fixing, and the format has tons of gate payoffs, too.
A 2/3 with lifelink is usually capable of doing something -- like chumping and gaining you life at least -- and in the mean time this provides great fixing.
These offer great fixing, and the format has tons of gate payoffs, too.
This isn't great for you mana early, but having a land that turns into 3 1/1s is worth the hit to your mana base sometimes.
The flexibility here is pretty sweet, since you can have a nice 1/4 blocker when you need one -- and when it gets through on an attack, it can smash in for 4.
You do need to have some board state for Ajani to work, but he doesn't ask for much. That +1 is great at protecting him when you have a body around, and if you've gone wide his -2 might just end the game.
There's going to be a planeswalker bonus sheet during part of this set's run, and when that's the case it might be sort of kind of playable, but you're still basically paying 3 extra mana for it, which tends to make a card a lot worse.
One of the best Limited planeswalkers of all time, her ability to add three bodies to the board right away virtually guarantees she'll survive to the next turn -- at which point she makes three more 1/1s and the game is pretty much over. Her other abilities are great too.
This is symmetrical, so it can hurt your "enters" triggers too. But, it has Flash and you're the one who chooses when to cast it -- so you can do it when it's to your benefit. Still, blanking an "enters" trigger isn't always all that powerful.
This has a kind of passable baseline, and while the Planeswalker bonus sheet is active, you might actually be able to get some additional value out of it.
Even in a format with an Aura theme, I'm skeptical of this. On it's own it's terrible, and putting a ton of Auras on a single creature is a good way to lose -- although, there is a decent amount of hexproof in the format.
This is a nice place to put counters or Auras, but is fairly underwhelming otherwise.
This is solid when you only spend one mana on it, and great when you can also get a 3/3 out of the deal.
A two mana 1/1 that can't block isn't very good -- and while casting this as an Aura late can definitely be nice, it's pretty expensive.
This is here for Pioneer constructed, not Pioneer Remastered draft. This does very little in your typical game of Limited Magic.
The +1 is pretty good at making it hard to take down Jace, and the -2 grants you some pretty sweet card advantage. The ultimate is actually kind of underwhelming in Limited, but that's okay -- the other two abilities will often be enough to win you games.
His 0 ability can mill an opponent out in a hurry in Limited, and his +1 is a great value engine. He doesn't have a way to protect himself, but once he's in play the game becomes a mini game where you just need to have him in play to use his 0 ability twice and the game is probably over -- and protecting him at all costs is often worth it.
This is a mediocre draw spell as a baseline, so you probably need some Planeswalkers to get it going. Even with the "Planeswalker" bonus sheet, though, it's unlikely you have more than 2.
This doesn't have the silly combo potential it has in 60-card formats, but it is a roundabout way to bounce something for one mana. Granted, having an untapped creature is a requirement, and that holds it back -- but it's a playable card.
As with many Bestow cards, both modes are kind of underwhelming, but the modality keeps it from being terrible.
Most of her value in Limited comes from that -3, and her being able to use that right away makes her a bad removal spell at worst. It is nice that she makes sure you hit your land drops and all, but her ultimate is almost entirely useless in Limited.
Her -2 is underwhelming, but her +1 can do some work -- and if you can keep her around to use her ultimate, the game is over. Unfortunately, she doesn't come with a way to destroy creatures or draw cards, which really keeps her in check.
A three-mana edict isn't great, but this has useful typing, and her planeswalker payoff effect is great, since it gives you a free way to protect your planeswalkers.
This was pretty good back in Kaladesh, but that was an artifact-heavy set. This one isn't. Still, even with just like 3 artifacts in your deck it's a pretty good card, since a 4/2 is relevant virtually all game long.
This is a clunky albeit effective removal spell in the early game, and in the late game it can also give you a 4/4, and that play really swings the game wildly in your favor.
These "Lobotomy" effects are always terrible in Limited. It's tough to name the right card, and even if you do, you're spending lots of mana and/or tapping a bunch of creatures without affecting the board at all, and there are many games where you just whiff entirely.
Land destruction is rarely where you want to be in Limited, and even with a Gate theme this will typically be a blank and/or irrelevant card.
This was an excellent Common last time we saw it. Turning off blockers is an aggro deck's dream, and the Heelcutter can Dash in and do it every turn. Your opponent also has to account for it every single turn, or risk dying.
Surging this is where you really want to be, and it can add tons of damage to the board whether you Surge it or cast it normally. It's not great if you're behind, though.
This is a sideboard card. There aren't enough artifacts in this format for it to be main deck material -- but when your opponent has a few targets for it, it's pretty good.
Getting a 1/3 and a 1/1 with Haste for three mana is excellent, and this makes your other artifact creatures better, too.
This gives you a ton of value for 6 mana. Even if those tokens couldn't be sacrificed for mana, this is a card that gives you four very real bodies. If you're behind, it brings you to parity. If you're at parity it pulls you ahead, and if you're ahead, the game's probably over.
Fog is terrible in Limited. It's easy to imagine the ideal scenario -- your opponent swings out and you Fog, and then swing back for lethal. But that scenario is incredibly rare. Most of the time, you go down a card for an almost meaningless effect.
That -3 isn't very good in Limited. You just don't have stuff worth cheating into play most of the time. So you're mostly leaning on the +1 -- which is usually going to draw you 1-2 cards, and that advantage is pretty sweet! Garruk is pretty bad at protecting himself or impacting the board in general, though.
Paying three to ramp your mana and not add to the board can be a liability, but this is a pretty potent way to do it, especially if you have spellmastery.
Your deck needs to not have flyers and you need to be able to get your devotion reasonably high AND your opponent has to have a decent number of flyers, otherwise this is irrelevant.
This brings 5 power to the baord on it's own, so getting Formidable is certainly doable.
While he can't make a token or kill creatures, his two +1s are pretty good. Augmenting your creatures can help protect him, and the other +1 is likely to draw you a card every time you use it.
Ashiok definitely needs time. Generally, you use the +2 on one turn, and then the -X to put something into play on the next turn -- as soon as you've done that, it is pretty much a 2-for-1, and things can get even better than that. You won't always hit a creature you can cast with the +2, though.
The -2 is pretty conditional removal, and the +1 doesn't always do something. Domri is cheap though, and can certainly help you win a game -- it just won't be able to do it all on it's own.
Starting with only 2 loyalty is brutal, but her +1 does make it hard for your opponent to kill her. The -1 definitely gives you good value, and if you can get to her ultimate, the game is over.
She starts with really high loyalty which is great, but her +1 and -2 are both super dependent on doing stuff with noncreatures, which not all Blue/White decks are going to be good at it. If you have lots of spells in UW she can be pretty potent though, drawing you cards, doubling removal, and so on.
Casting him can be a little difficult, but even if you just get a Dragon out of him you're coming out ahead, and his +1 can also help you win a game. The ultimate is pretty irrelevant in Limited though, but that's okay.
Making tokens for no loyalty is great, and where almost all of Xenagos's value comes from -- but that's okay. It's a great ability. It protects Xenagos if you're behind and pressures your opponent if you're ahead. Sometimes that +1 can ramp your mana, though.
Even with the planeswalker bonus sheet around, I'm very skeptical about The Chain Veil working. You might have 1-2 planeswalkers in most decks, but that just isn't enough.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon||Creature — Eldrazi
|
2 | 2.6 | 7.62 | 8 | 6.33 | 82 |
ss-uncommon||Creature — Dragon Spirit
|
1 | -0 | 15.00 | 2 | 12.60 | 22 |
ss-mythic||Creature — Eldrazi
|
2 | 4.8 | 1.50 | 2 | 2.80 | 5 |
ss-mythic|White|Creature — Angel
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|White|Creature — Angel
|
1.5 // 4 | -0 | 15.00 | 0 | 5.75 | 6 |
ss-common text-light|White|Creature — Human Knight
|
2.5 | 3 | 6.59 | 34 | 6.32 | 174 |
ss-common text-light|White|Instant
|
1.5 | 2 | 9.47 | 17 | 8.05 | 214 |
ss-rare|White|Enchantment Creature — Archon
|
3 | -0 | 15.00 | 0 | 12.00 | 3 |
ss-rare|White|Enchantment — Aura
|
0 // 4 | 4.5 | 2.36 | 11 | 3.00 | 24 |
ss-common text-light|White|Enchantment — Aura
|
3 | 3.2 | 6.04 | 23 | 4.97 | 118 |
ss-rare|White|Enchantment
|
4 | 5 | 1.00 | 3 | 2.25 | 9 |
ss-uncommon|White|Creature — Human Cleric
|
3 | 2.7 | 7.33 | 6 | 6.20 | 68 |
ss-uncommon|White|Enchantment Creature — Spirit
|
1.5 | 2.3 | 8.69 | 13 | 7.54 | 189 |
ss-mythic|White|Legendary Planeswalker — Gideon
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|White|Creature — Human Cleric
|
0 // 3 | 1.2 | 11.75 | 4 | 11.80 | 22 |
ss-rare|White|Creature — Human Soldier
|
3.5 | 3.5 | 5.22 | 41 | 6.17 | 165 |
ss-common text-light|White|Enchantment Creature — Spirit
|
2.5 | 3.3 | 5.67 | 3 | 5.00 | 6 |
ss-rare|White|Creature — Human Noble
|
2.5 | -0 | 15.00 | 0 | 3.00 | 2 |
ss-uncommon|White|Instant
|
3.5 | 3.7 | 4.62 | 13 | 5.07 | 61 |
ss-common text-light|White|Creature — Spirit
|
2 | 1.8 | 9.93 | 30 | 8.55 | 285 |
ss-rare|White|Creature — Human Knight
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|White|Enchantment — Aura
|
2.5 | 2.4 | 8.40 | 25 | 8.37 | 196 |
ss-mythic|White|Legendary Creature — Human Soldier
|
3.5 | 4.8 | 1.67 | 3 | 1.67 | 3 |
ss-common text-light|White|Creature — Centaur Scout
|
2 | 1.9 | 9.70 | 23 | 8.71 | 219 |
ss-mythic|White|Legendary Creature — Angel
|
5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-uncommon|White|Creature — Human Monk
|
2 | 1.5 | 10.83 | 30 | 9.05 | 287 |
ss-rare|White|Creature — Human Soldier
|
1.5 // 3.5 | 4.1 | 3.57 | 7 | 4.03 | 37 |
ss-uncommon|White|Creature — Human Soldier
|
2.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|White|Instant
|
2 | -0 | 15.00 | 0 | 4.80 | 7 |
ss-rare|White|Instant
|
5 | 4.4 | 2.57 | 7 | 2.89 | 11 |
ss-uncommon|White|Instant
|
2.5 | 2.9 | 6.85 | 27 | 6.91 | 190 |
ss-rare|White|Instant
|
0 | -0 | 15.00 | 0 | 6.00 | 2 |
ss-uncommon|White|Enchantment
|
3 | 4.5 | 2.33 | 3 | 2.33 | 5 |
ss-uncommon|White|Enchantment
|
0 | 1.2 | 11.75 | 4 | 6.76 | 74 |
ss-rare|White|Enchantment Creature — Spirit
|
2.5 | 2.1 | 9.00 | 1 | 9.00 | 2 |
ss-mythic|White|Enchantment
|
0 // 3.5 | 3.9 | 4.00 | 1 | 7.00 | 4 |
ss-uncommon|White|Enchantment
|
4 | 3.2 | 6.00 | 3 | 6.00 | 4 |
ss-uncommon|White|Creature — Human Warrior
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|White|Sorcery
|
2.5 | 3 | 6.50 | 20 | 6.39 | 177 |
ss-common text-light|White|Creature — Bird
|
2.5 | 1.8 | 9.91 | 35 | 9.22 | 256 |
ss-common text-light|White|Sorcery
|
4 | 2.5 | 8.00 | 1 | 7.33 | 9 |
ss-uncommon|White|Creature — Human Cleric
|
2 | 2.4 | 8.20 | 10 | 6.50 | 71 |
ss-rare|Blue|Creature — Shapeshifter
|
4.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon|Blue|Sorcery
|
3 | 1.8 | 10.00 | 1 | 6.00 | 6 |
ss-common text-light|Blue|Enchantment — Aura
|
1.5 | 1.7 | 10.33 | 3 | 7.53 | 75 |
ss-rare|Blue|Creature — Human Wizard
|
2 | 0.9 | 12.50 | 8 | 7.69 | 97 |
ss-rare|Blue|Legendary Enchantment Artifact
|
4 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-uncommon|Blue|Creature — Merfolk Pirate
|
2 | 1 | 12.17 | 6 | 6.88 | 75 |
ss-rare|Blue|Creature — Squid Horror
|
3.5 | 4 | 3.67 | 3 | 2.14 | 14 |
ss-common text-light|Blue|Creature — Bird Mutant
|
2 | 3.2 | 6.12 | 26 | 7.23 | 197 |
ss-common text-light|Blue|Instant
|
2.5 | 2.1 | 9.25 | 28 | 8.33 | 257 |
ss-mythic|Blue|Sorcery
|
4 | 4.8 | 1.67 | 3 | 1.78 | 9 |
ss-mythic|Blue|Sorcery
|
0 | -0 | 15.00 | 0 | 8.00 | 1 |
ss-common text-light|Blue|Instant
|
3 | 2.8 | 7.22 | 18 | 6.39 | 177 |
ss-common text-light|Blue|Creature — Human Scout
|
3 | 2.2 | 8.95 | 22 | 9.04 | 233 |
ss-uncommon|Blue|Enchantment
|
0 // 2.5 | -0 | 15.00 | 0 | 7.00 | 5 |
ss-common text-light|Blue|Sorcery
|
2.5 | 2.4 | 8.23 | 31 | 8.16 | 208 |
ss-uncommon|Blue|Creature — Angel Illusion
|
2 | 2.5 | 8.00 | 7 | 5.68 | 64 |
ss-common text-light|Blue|Creature — Zombie Horror
|
3 | 1.1 | 12.00 | 2 | 10.40 | 23 |
ss-mythic|Blue|Legendary Creature — Human Wizard
|
4 | 4.8 | 1.67 | 3 | 1.50 | 4 |
ss-uncommon|Blue|Creature — Human Rogue
|
2.5 | 1.8 | 10.00 | 4 | 5.58 | 63 |
ss-uncommon|Blue|Instant
|
3.5 | 3.9 | 4.00 | 1 | 6.00 | 5 |
ss-mythic|Blue|Creature — Merfolk Wizard
|
4 | -0 | 15.00 | 0 | 1.00 | 3 |
ss-common text-light|Blue|Instant
|
2.5 | 0.2 | 14.33 | 3 | 12.80 | 26 |
ss-uncommon|Blue|Creature — Human Wizard
|
1.5 // 3.5 | 3.2 | 6.00 | 2 | 7.00 | 2 |
ss-rare|Blue|Creature — Spirit
|
4 | 5 | 1.00 | 2 | 1.54 | 13 |
ss-common text-light|Blue|Enchantment Creature — Nymph
|
2 | 2 | 9.38 | 13 | 9.04 | 252 |
ss-common text-light|Blue|Creature — Vedalken Soldier
|
0 // 2.5 | 1.7 | 10.25 | 16 | 9.47 | 269 |
ss-rare|Blue|Instant
|
1.5 | 0.7 | 13.17 | 12 | 9.60 | 119 |
ss-uncommon|Blue|Instant
|
0 | 1 | 12.29 | 7 | 9.26 | 114 |
ss-rare|Blue|Instant
|
2 | 2.4 | 8.33 | 3 | 7.00 | 73 |
ss-rare|Blue|Creature — Kraken
|
2 | 1.4 | 11.00 | 10 | 6.85 | 66 |
ss-uncommon|Blue|Sorcery
|
2 | 1.4 | 11.17 | 6 | 7.74 | 84 |
ss-uncommon|Blue|Instant
|
2 | 1.2 | 11.57 | 21 | 10.05 | 278 |
ss-rare|Blue|Creature — Leviathan
|
2.5 | 2.1 | 9.00 | 2 | 6.07 | 17 |
ss-common text-light|Blue|Creature — Snake Warrior
|
2.5 | -0 | 15.00 | 0 | 10.80 | 21 |
ss-mythic|Blue|Sorcery
|
0 // 3.5 | 3.1 | 6.33 | 3 | 6.50 | 8 |
ss-rare|Blue|Creature — Merfolk Wizard
|
3 | 2.4 | 8.33 | 3 | 6.20 | 32 |
ss-common text-light|Blue|Sorcery
|
0 // 3.5 | 2.3 | 8.45 | 22 | 7.27 | 206 |
ss-uncommon|Blue|Creature — Merfolk Wizard
|
2 | 1.3 | 11.39 | 28 | 10.41 | 331 |
ss-common text-light|Blue|Creature — Elemental
|
2.5 | 2.5 | 8.00 | 13 | 5.95 | 69 |
ss-common text-light|Black|Enchantment Creature — Spirit
|
2 | 1.8 | 10.00 | 21 | 9.16 | 245 |
ss-common text-light|Black|Creature — Bat
|
2 | 2.1 | 9.17 | 18 | 8.32 | 237 |
ss-mythic|Black|Sorcery
|
1.5 | 3.9 | 4.00 | 2 | 5.60 | 14 |
ss-uncommon|Black|Creature — Human Rogue
|
3 | 1 | 12.17 | 6 | 6.71 | 70 |
ss-rare|Black|Creature — Zombie Wizard
|
2.5 | 2.3 | 8.58 | 12 | 7.21 | 80 |
ss-uncommon|Black|Instant
|
3 | 3 | 6.71 | 7 | 5.67 | 50 |
ss-common text-light|Black|Instant
|
0 | 0.9 | 12.36 | 11 | 10.04 | 128 |
ss-uncommon|Black|Sorcery
|
0 | 0.6 | 13.33 | 6 | 9.34 | 106 |
ss-common text-light|Black|Instant
|
2 | 1.8 | 9.83 | 23 | 8.66 | 217 |
ss-rare|Black|Enchantment
|
3.5 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-uncommon|Black|Creature — Demon Dog
|
3.5 | 3.2 | 6.00 | 14 | 6.17 | 67 |
ss-uncommon|Black|Creature — Zombie Scorpion
|
4 | -0 | 15.00 | 0 | 5.67 | 4 |
ss-common text-light|Black|Creature — Zombie Fish
|
1 // 3.0 | 2.1 | 9.21 | 28 | 8.83 | 255 |
ss-rare|Black|Creature — Zombie Warrior
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-mythic|Black|Legendary Creature — Human Cleric
|
3.5 | 5 | 1.00 | 2 | 1.00 | 3 |
ss-common text-light|Black|Creature — Zombie Insect
|
3 | 1.4 | 11.22 | 32 | 9.84 | 284 |
ss-rare|Black|Enchantment Creature — Horror
|
2 | 3.3 | 5.67 | 6 | 5.10 | 64 |
ss-mythic|Black|Legendary Planeswalker — Nixilis
|
5 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-common text-light|Black|Instant
|
4 | 4.1 | 3.53 | 43 | 3.73 | 116 |
ss-rare|Black|Sorcery
|
2.5 | -0 | 15.00 | 0 | 3.50 | 2 |
ss-uncommon|Black|Sorcery
|
3 | 1.6 | 10.43 | 14 | 9.22 | 252 |
ss-rare|Black|Creature — Human Cleric
|
4 | 4.6 | 2.00 | 1 | 4.67 | 6 |
ss-common text-light|Black|Sorcery
|
2.5 | 1.1 | 11.80 | 20 | 9.59 | 253 |
ss-uncommon|Black|Instant
|
1.5 | 0.4 | 14.00 | 1 | 8.75 | 9 |
ss-common text-light|Black|Creature — Zombie Centaur
|
1.5 | 0.5 | 13.62 | 13 | 10.97 | 326 |
ss-common text-light|Black|Creature — Skeleton
|
0 // 2.5 | 1.2 | 11.63 | 27 | 10.39 | 285 |
ss-rare|Black|Legendary Creature — Zombie Snake
|
4.5 | 3.9 | 4.00 | 2 | 2.67 | 6 |
ss-common text-light|Black|Creature — Zombie Djinn
|
2.5 | 1.3 | 11.42 | 26 | 9.57 | 279 |
ss-rare|Black|Creature — Demon
|
2 | 0.7 | 13.00 | 1 | 6.60 | 6 |
ss-uncommon|Black|Enchantment — Aura
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-common text-light|Black|Instant
|
2.5 | -0 | 15.00 | 0 | 9.00 | 22 |
ss-rare|Black|Legendary Creature — Human Shaman
|
4 | 4.3 | 3.00 | 1 | 2.60 | 5 |
ss-uncommon|Black|Creature — Human Warrior
|
2 | 0.7 | 13.00 | 11 | 9.23 | 96 |
ss-common text-light|Black|Creature — Zombie Soldier
|
0 // 3 | 0.7 | 13.00 | 1 | 7.00 | 10 |
ss-uncommon|Black|Instant
|
4 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-uncommon|Black|Creature — Zombie
|
2.5 | 2.4 | 8.37 | 38 | 7.92 | 233 |
ss-rare||Legendary Land
|
2.5 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-rare|Black|Legendary Enchantment Artifact
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|Black|Creature — Human Wizard
|
3.5 | 3.6 | 5.00 | 2 | 3.00 | 12 |
ss-uncommon|Black|Creature — Human Rogue Ally
|
3 | 2.6 | 7.77 | 13 | 6.78 | 82 |
ss-uncommon|Red|Creature — Minotaur Warrior
|
2.5 | 2 | 9.51 | 35 | 9.05 | 254 |
ss-common text-light|Red|Creature — Human Soldier
|
2 | 2.7 | 7.53 | 32 | 7.46 | 203 |
ss-uncommon|Red|Creature — Human Monk
|
2 | 1.3 | 11.35 | 26 | 9.66 | 268 |
ss-common text-light|Red|Sorcery
|
2.5 | 2.5 | 8.13 | 30 | 7.12 | 195 |
ss-uncommon|Red|Creature — Human Ranger
|
3 | 1.7 | 10.10 | 30 | 9.77 | 285 |
ss-uncommon|Red|Enchantment — Aura
|
3.5 | 3.8 | 4.33 | 3 | 4.00 | 14 |
ss-mythic|Red|Legendary Planeswalker — Chandra
|
4.5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-uncommon|Red|Instant
|
3 | 2.4 | 8.16 | 19 | 6.94 | 63 |
ss-uncommon|Red|Instant
|
4 | 3.6 | 5.00 | 1 | 5.00 | 1 |
ss-common text-light|Red|Enchantment — Aura
|
2.5 | 2.4 | 8.20 | 44 | 9.34 | 255 |
ss-rare|Red|Creature — Human Monk
|
3 | -0 | 15.00 | 0 | 3.67 | 3 |
ss-rare|Red|Sorcery
|
4 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-common text-light|Red|Instant
|
3.5 | 3 | 6.47 | 45 | 7.03 | 218 |
ss-uncommon|Red|Sorcery
|
4 | 3.9 | 4.00 | 1 | 2.50 | 2 |
ss-uncommon|Red|Enchantment
|
1.5 | 2.1 | 9.00 | 4 | 8.14 | 89 |
ss-uncommon|Red|Sorcery
|
0 // 3 | -0 | 15.00 | 0 | 3.33 | 4 |
ss-common text-light|Red|Creature — Human Artificer
|
3.5 | 2.8 | 7.04 | 47 | 7.35 | 212 |
ss-rare|Red|Creature — Goblin Warrior
|
4 | 4.8 | 1.60 | 5 | 1.75 | 9 |
ss-rare|Red|Creature — Manticore
|
1.5 | -0 | 15.00 | 0 | 2.67 | 3 |
ss-uncommon|Red|Creature — Human Rogue
|
2.5 | 0.8 | 12.83 | 6 | 8.78 | 75 |
ss-mythic||Instant
|
1 | 4.3 | 3.00 | 3 | 3.00 | 6 |
ss-rare|Red|Creature — Human Warrior
|
2 | 1.8 | 10.00 | 4 | 6.42 | 54 |
ss-rare|Red|Creature — Goblin Soldier
|
4 | 4.2 | 3.29 | 7 | 3.58 | 16 |
ss-common text-light|Red|Creature — Beast
|
2 | 1.7 | 10.33 | 27 | 9.62 | 254 |
ss-uncommon|Red|Enchantment Creature — Dog
|
2.0 | 2.4 | 8.21 | 14 | 6.18 | 91 |
ss-uncommon|Red|Creature — Human Monk
|
3.5 | -0 | 15.00 | 0 | 6.00 | 7 |
ss-rare|Red|Legendary Enchantment
|
3.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-uncommon|Red|Enchantment — Aura
|
1 | -0 | 15.00 | 0 | 6.00 | 1 |
ss-rare|Red|Enchantment
|
4.5 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-rare|Red|Legendary Creature — Human Artificer
|
5 | 4.4 | 2.67 | 6 | 2.62 | 9 |
ss-uncommon|Red|Enchantment Creature — Ox
|
2.5 | 1.4 | 10.97 | 34 | 10.66 | 315 |
ss-common text-light|Red|Creature — Dwarf Knight
|
3.5 | 3.1 | 6.33 | 30 | 7.11 | 188 |
ss-rare|Red|Creature — Human Berserker
|
3 | 2.8 | 7.25 | 16 | 6.30 | 64 |
ss-mythic|Red|Creature — Dragon
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Red|Creature — Dinosaur
|
2.5 | -0 | 15.00 | 0 | 7.00 | 4 |
ss-mythic|Red|Creature — Dragon
|
4.5 | 4.6 | 2.00 | 3 | 1.75 | 5 |
ss-rare|Red|Instant
|
3 | 1.9 | 9.75 | 12 | 8.09 | 100 |
ss-uncommon|Red|Instant
|
3.5 | 3.8 | 4.32 | 34 | 4.76 | 121 |
ss-common text-light|Red|Sorcery
|
2.5 | 3.1 | 6.33 | 27 | 7.61 | 243 |
ss-rare|Red|Legendary Creature — Orc Warrior
|
2 | -0 | 15.00 | 0 | 6.00 | 1 |
ss-uncommon|Green|Enchantment — Aura
|
1 | 2.3 | 8.60 | 5 | 6.76 | 87 |
ss-common text-light|Green|Instant
|
1.5 | 1.8 | 10.09 | 11 | 8.40 | 105 |
ss-uncommon|Green|Enchantment — Aura
|
3 | 2.5 | 8.10 | 31 | 7.47 | 202 |
ss-uncommon|Green|Sorcery
|
3.5 | 2.6 | 7.86 | 14 | 6.77 | 68 |
ss-uncommon|Green|Creature — Human Archer
|
2.0 // 3.5 | 1.6 | 10.60 | 5 | 6.84 | 69 |
ss-rare|Green|Enchantment Creature — Satyr
|
4 | 4.5 | 2.33 | 3 | 2.33 | 3 |
ss-uncommon|Green|Instant
|
4 | 4.3 | 3.00 | 3 | 3.67 | 4 |
ss-common text-light|Green|Sorcery
|
1.5 | 1.2 | 11.53 | 19 | 9.74 | 266 |
ss-uncommon|Green|Creature — Dryad
|
0.5 | -0 | 15.00 | 0 | 6.00 | 4 |
ss-uncommon|Green|Artifact — Treasure
|
2 | 1.6 | 10.41 | 22 | 8.41 | 220 |
ss-uncommon|Green|Creature — Elf Scout
|
4 | 3.6 | 5.00 | 43 | 5.83 | 150 |
ss-uncommon|Green|Creature — Human Ooze
|
2.5 | -0 | 15.00 | 0 | 6.00 | 3 |
ss-uncommon|Green|Creature — Sheep
|
0 // 3.5 | -0 | 15.00 | 0 | 2.00 | 2 |
ss-common text-light|Green|Creature — Elf Scout
|
1 // 3.5 | 1.4 | 11.14 | 44 | 10.57 | 340 |
ss-uncommon|Green|Creature — Rhino
|
3.5 | 3.2 | 6.12 | 33 | 6.73 | 155 |
ss-rare|Green|Legendary Creature — Bear
|
4 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-rare|Green|Creature — Human Warrior
|
2 | 2.1 | 9.12 | 8 | 6.63 | 61 |
ss-rare|Green|Creature — Snake Hydra
|
4.5 | 3.6 | 5.00 | 1 | 3.25 | 5 |
ss-rare|Green|Creature — Insect
|
3.5 | 4.6 | 2.00 | 2 | 2.00 | 11 |
ss-uncommon|Green|Instant
|
3 | 2.4 | 8.18 | 22 | 6.93 | 185 |
ss-uncommon|Green|Creature — Insect Warrior
|
2.5 | 3.2 | 6.00 | 2 | 6.00 | 2 |
ss-common text-light|Green|Enchantment Creature — Nymph Dryad
|
2.5 | 2.2 | 8.79 | 24 | 7.58 | 200 |
ss-rare|Green|Creature — Hydra
|
3 | 4 | 3.67 | 3 | 2.22 | 9 |
ss-uncommon|Green|Creature — Snake
|
1 // 3 | 1.8 | 9.91 | 22 | 8.70 | 278 |
ss-common text-light|Green|Creature — Snake
|
2 | 1.1 | 12.04 | 23 | 9.45 | 282 |
ss-mythic|Green|Legendary Creature — Elf Scout
|
5 | 4.9 | 1.33 | 3 | 1.50 | 4 |
ss-mythic|Green|Legendary Planeswalker — Nissa
|
5 | 5 | 1.00 | 2 | 1.00 | 3 |
ss-rare|Green|Legendary Enchantment
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-mythic|Green|Legendary Creature — Hydra
|
4.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-uncommon|Green|Instant
|
3 | 2.5 | 8.09 | 11 | 7.33 | 101 |
ss-common text-light|Green|Sorcery
|
3 | 3.3 | 5.86 | 22 | 6.07 | 184 |
ss-uncommon|Green|Creature — Elemental
|
4 | 3.2 | 5.94 | 17 | 5.46 | 67 |
ss-rare|Green|Sorcery
|
2 | 1.8 | 10.00 | 1 | 7.00 | 18 |
ss-rare|Green|Creature — Insect
|
3 | 3.9 | 4.00 | 1 | 3.00 | 3 |
ss-rare|Green|Creature — Plant
|
4 | 5 | 1.00 | 2 | 1.67 | 3 |
ss-rare|Green|Creature — Avatar
|
3.5 | 4.5 | 2.50 | 2 | 3.62 | 10 |
ss-uncommon|Green|Instant
|
0.5 | 0.7 | 13.12 | 17 | 11.09 | 321 |
ss-common text-light|Green|Creature — Satyr Druid
|
3 | 2.9 | 6.81 | 31 | 6.62 | 177 |
ss-mythic|Green|Creature — Elemental
|
5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
ss-rare|Green|Creature — Elemental
|
4 | 4.6 | 2.00 | 1 | 1.50 | 2 |
ss-rare|White|Red|Legendary Creature — Human Soldier
|
4 | -0 | 15.00 | 0 | 4.33 | 3 |
ss-mythic|White|Black|Creature — Archon
|
4.5 | -0 | 15.00 | 0 | 2.50 | 2 |
ss-rare|White|Red|Enchantment
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|White|Blue|Instant
|
4 | 3.3 | 5.80 | 10 | 6.55 | 62 |
ss-mythic|White|Black|Creature — Vampire
|
3.5 | -0 | 15.00 | 0 | 1.67 | 3 |
ss-uncommon|Black|Red|Creature — Vampire
|
3.5 | 3.9 | 4.17 | 6 | 5.49 | 61 |
ss-rare|White|Red|Creature — Minotaur Wizard
|
4 | 4.1 | 3.57 | 7 | 2.82 | 11 |
ss-rare|Blue|Green|Sorcery
|
1 | -0 | 15.00 | 0 | 8.00 | 1 |
ss-uncommon|White|Black|Creature — Human Advisor
|
3.5 | 1 | 12.08 | 12 | 7.68 | 90 |
ss-uncommon||Creature — Eldrazi Drone
|
4 | -0 | 15.00 | 0 | 5.50 | 3 |
ss-mythic|White|Blue|Black|Red|Green|Enchantment Creature — Manticore
|
0 // 4 | 4 | 3.75 | 4 | 3.79 | 14 |
ss-rare|Blue|Red|Instant
|
1.5 | 1.8 | 10.00 | 1 | 6.67 | 34 |
ss-uncommon|Red|Green|Instant
|
0.5 | 1.1 | 11.80 | 10 | 10.54 | 115 |
ss-uncommon|Blue|Black|Creature — Horror
|
3.5 | 1.8 | 10.00 | 1 | 6.00 | 3 |
ss-mythic|Red|Green|Legendary Creature — Elder Dragon
|
5 | 4.9 | 1.33 | 3 | 1.33 | 3 |
ss-mythic|White|Green|Legendary Creature — Elder Dragon
|
4.5 | 4.6 | 2.00 | 1 | 1.50 | 4 |
ss-mythic|Black|Red|Legendary Creature — Elder Dragon
|
4.5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-mythic|White|Blue|Legendary Creature — Elder Dragon
|
5 | 4.9 | 1.25 | 4 | 1.33 | 4 |
ss-mythic|Blue|Black|Legendary Creature — Elder Dragon
|
5 | 5 | 1.00 | 2 | 1.00 | 3 |
ss-rare|Black|Red|Sorcery
|
4 | 3.8 | 4.34 | 44 | 5.52 | 151 |
ss-uncommon|Black|Green|Creature — Plant Zombie
|
3 | 1.6 | 10.50 | 2 | 10.20 | 22 |
ss-mythic|Blue|Red|Sorcery
|
0 | 3.6 | 5.00 | 1 | 5.00 | 1 |
ss-rare|White|Green|Creature — Cat
|
4 | 3.9 | 4.00 | 1 | 4.00 | 1 |
ss-mythic|Black|Green|Legendary Planeswalker — Garruk
|
5 | 5 | 1.00 | 1 | 1.33 | 3 |
ss-uncommon|Red|Green|Creature — Beast
|
3.5 | 3.3 | 5.64 | 11 | 5.49 | 73 |
ss-common text-light|White|Black|Creature — Human Cleric
|
3.5 | 2 | 9.43 | 47 | 9.96 | 274 |
ss-uncommon|Blue|Green|Creature — Merfolk
|
3 | 1.4 | 11.14 | 7 | 8.11 | 77 |
ss-rare|Black|Green|Creature — Zombie Troll
|
4.5 | 4.4 | 2.80 | 5 | 3.92 | 16 |
ss-rare|White|Green|Creature — Elephant Soldier
|
3 | 2.7 | 7.40 | 5 | 6.50 | 10 |
ss-uncommon|White|Blue|Creature — Human Knight
|
3.5 | 2.8 | 7.13 | 31 | 7.54 | 199 |
ss-common text-light|White|Red|Instant
|
2 | -0 | 15.00 | 0 | 12.00 | 22 |
ss-mythic|White|Blue|Legendary Creature — Sphinx
|
4 | 3.7 | 4.67 | 3 | 3.25 | 8 |
ss-common text-light|Blue|Red|Creature — Cyclops
|
2 | 0.5 | 13.53 | 15 | 10.99 | 281 |
ss-rare|Blue|Black|Creature — Human Rogue
|
0.5 | -0 | 15.00 | 0 | 5.00 | 1 |
ss-uncommon|Black|Green|Enchantment Creature — Spider
|
3 | 3 | 6.69 | 13 | 7.22 | 90 |
ss-uncommon|Blue|Black|Creature — Zombie
|
3 | 1.6 | 10.56 | 16 | 7.81 | 216 |
ss-mythic|Blue|Green|Creature — Shapeshifter
|
4 | 3.2 | 6.00 | 1 | 3.33 | 3 |
ss-rare|Red|Green|Legendary Creature — Ogre Warrior
|
3.5 | 4.6 | 2.20 | 5 | 2.57 | 10 |
ss-uncommon|White|Green|Instant
|
3.5 | 2.3 | 8.64 | 25 | 7.81 | 212 |
ss-uncommon|White|Black|Creature — Human Cleric
|
1 | 1.8 | 10.00 | 5 | 7.64 | 77 |
ss-rare|Black|Red|Creature — Demon
|
2 | 1.8 | 10.00 | 6 | 6.28 | 40 |
ss-uncommon|Blue|Green|Creature — Elf Warrior Ally
|
2.5 | 1.1 | 11.83 | 18 | 8.94 | 258 |
ss-rare|Blue|Red|Instant
|
3 | 1.7 | 10.38 | 16 | 8.38 | 110 |
ss-uncommon|Blue|Red|Creature — Human Wizard
|
3.5 | 1.6 | 10.50 | 8 | 7.32 | 89 |
ss-uncommon|Black|Red|Creature — Dragon
|
2.5 | 2.2 | 8.82 | 11 | 7.08 | 84 |
ss-uncommon|White|Red|Creature — Human Soldier
|
3.5 | -0 | 15.00 | 0 | 5.50 | 2 |
ss-uncommon|White|Blue|Creature — Drake
|
3.5 | 4.3 | 3.00 | 1 | 4.00 | 4 |
ss-uncommon|Blue|Black|Creature — Zombie Wizard
|
3.5 | 3.4 | 5.38 | 8 | 4.92 | 63 |
ss-uncommon|White|Green|Enchantment — Aura
|
1.5 // 3.5 | -0 | 15.00 | 0 | 4.00 | 1 |
ss-uncommon|Blue|Green|Sorcery
|
2 | -0 | 15.00 | 0 | 6.00 | 4 |
ss-uncommon|Red|Green|Creature — Elemental
|
2 | 2 | 9.50 | 18 | 9.46 | 260 |
ss-uncommon||Artifact Creature — Construct
|
0 | 0.4 | 14.00 | 8 | 11.14 | 111 |
ss-uncommon||Artifact
|
1.5 | 1.5 | 10.92 | 13 | 8.87 | 240 |
ss-uncommon||Artifact Creature — Construct
|
0 // 4.0 | 3 | 6.55 | 11 | 5.86 | 61 |
ss-common text-light||Artifact Creature — Insect
|
1.5 | 0.7 | 13.00 | 17 | 10.53 | 310 |
ss-common text-light||Artifact Creature — Thopter
|
3.5 | 3 | 6.55 | 40 | 7.50 | 220 |
ss-common text-light||Land — Gate
|
3 | 2.2 | 8.88 | 17 | 7.18 | 192 |
ss-common text-light||Land — Gate
|
3 | 2.5 | 8.07 | 28 | 7.01 | 201 |
ss-common text-light||Land — Gate
|
3 | 2.6 | 7.59 | 17 | 6.99 | 202 |
ss-common text-light||Land
|
2.5 | 2.1 | 9.03 | 32 | 7.51 | 227 |
ss-common text-light||Land — Gate
|
2.5 | 1.8 | 10.03 | 30 | 8.42 | 235 |
ss-common text-light||Land — Gate
|
3 | 2.5 | 7.97 | 29 | 6.95 | 174 |
ss-common text-light||Land — Gate
|
3 | 2.6 | 7.61 | 31 | 6.37 | 188 |
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 4.67 | 4 |
ss-rare||Land
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-common text-light||Land — Gate
|
3 | 2.4 | 8.24 | 17 | 7.29 | 209 |
ss-rare||Land
|
3.5 | 2.5 | 8.00 | 1 | 8.00 | 1 |
ss-mythic||Land
|
0 | 0.7 | 13.00 | 1 | 6.56 | 12 |
ss-rare||Land
|
4 | 4.4 | 2.80 | 5 | 3.52 | 30 |
ss-common text-light||Land — Gate
|
3 | 2 | 9.43 | 14 | 7.64 | 199 |
ss-common text-light||Land — Gate
|
3 | 2.9 | 6.90 | 21 | 6.74 | 183 |
ss-uncommon||Land
|
1.5 | 1.3 | 11.33 | 3 | 7.83 | 75 |
ss-common text-light||Land — Gate
|
3 | 2.6 | 7.71 | 21 | 7.01 | 195 |
ss-rare||Land
|
3.5 | 3.3 | 5.67 | 3 | 3.85 | 24 |
ss-common text-light||Land — Gate
|
3 | 3 | 6.57 | 14 | 7.33 | 212 |
ss-uncommon||Land
|
2.5 | 1.3 | 11.33 | 6 | 9.11 | 108 |
ss-rare||Land
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-mythic|White|Legendary Planeswalker — Ajani
|
4 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-rare|White|Sorcery
|
0 // 1.5 | 1.5 | 10.67 | 6 | 8.95 | 63 |
ss-mythic|White|Legendary Planeswalker — Elspeth
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-rare|White|Creature — Hippogriff
|
2 | 3.9 | 4.00 | 1 | 5.67 | 4 |
ss-rare|White|Legendary Enchantment
|
2 | -0 | 15.00 | 0 | 4.67 | 4 |
ss-uncommon|White|Enchantment — Aura
|
1.5 | -0 | 15.00 | 0 | 5.50 | 4 |
ss-common text-light|White|Creature — Pegasus
|
2 | 2.6 | 7.58 | 24 | 6.77 | 154 |
ss-common text-light|Blue|Sorcery
|
3 | 2 | 9.54 | 13 | 7.28 | 167 |
ss-uncommon|Blue|Enchantment Creature — Spirit
|
2 | -0 | 15.00 | 0 | 5.67 | 3 |
ss-uncommon|Blue|Sorcery
|
0 | 0.7 | 13.00 | 1 | 10.50 | 4 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
4.5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
ss-rare|Blue|Legendary Enchantment
|
1.5 | 0.8 | 12.67 | 6 | 8.29 | 66 |
ss-common text-light|Blue|Instant
|
2 | 1 | 12.20 | 5 | 7.92 | 68 |
ss-common text-light|Black|Enchantment Creature — Nymph
|
2 | 0.6 | 13.35 | 17 | 9.72 | 236 |
ss-mythic|Black|Legendary Planeswalker — Liliana
|
3.5 | 3.9 | 4.00 | 2 | 3.00 | 5 |
ss-rare|Black|Legendary Planeswalker — Liliana
|
3.5 | 4.3 | 3.00 | 1 | 2.00 | 2 |
ss-rare|Black|Legendary Enchantment
|
2.5 | -0 | 15.00 | 0 | 9.00 | 3 |
ss-uncommon|Black|Creature — Human Pilot
|
1 // 3.5 | 0.6 | 13.40 | 5 | 8.63 | 62 |
ss-rare|Black|Sorcery
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
ss-rare|Black|Sorcery
|
0 | 0.2 | 14.50 | 4 | 8.68 | 74 |
ss-uncommon||Sorcery
|
0.0 | 1.3 | 11.25 | 4 | 8.11 | 84 |
ss-common text-light|Red|Creature — Goblin Berserker
|
3.5 | 3.1 | 6.24 | 34 | 7.56 | 173 |
ss-uncommon|Red|Creature — Goblin Warrior Ally
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-common text-light|Red|Instant
|
0.5 | 1.5 | 10.67 | 6 | 8.35 | 85 |
ss-uncommon|Red|Creature — Human Artificer
|
3.5 | 2.5 | 8.00 | 1 | 4.25 | 5 |
ss-uncommon||Creature — Eldrazi Drone
|
4.5 | 0.4 | 14.00 | 1 | 10.00 | 5 |
ss-common text-light|Green|Instant
|
0 | -0 | 15.00 | 0 | 6.91 | 50 |
ss-mythic|Green|Legendary Planeswalker — Garruk
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|Green|Sorcery
|
2 | -0 | 15.00 | 0 | 5.50 | 6 |
ss-uncommon|Green|Sorcery
|
0.5 | 0.5 | 13.50 | 6 | 8.57 | 68 |
ss-common text-light|Green|Creature — Elk
|
2.5 | 1.4 | 11.00 | 18 | 8.68 | 200 |
ss-mythic|White|Green|Legendary Planeswalker — Ajani
|
4 | 4.6 | 2.00 | 3 | 2.00 | 3 |
ss-mythic|Blue|Black|Legendary Planeswalker — Ashiok
|
3 | 5 | 1.00 | 1 | 1.75 | 4 |
ss-mythic|Red|Green|Legendary Planeswalker — Domri
|
3 | 4.8 | 1.50 | 2 | 1.33 | 3 |
ss-mythic|Blue|Green|Legendary Planeswalker — Kiora
|
3.5 | 4.1 | 3.50 | 2 | 2.25 | 4 |
ss-mythic|White|Blue|Legendary Planeswalker — Narset
|
2 // 4.0 | 5 | 1.00 | 1 | 1.33 | 3 |
ss-mythic|Blue|Red|Green|Legendary Planeswalker — Sarkhan
|
4.5 | -0 | 15.00 | 0 | 1.50 | 2 |
ss-mythic|Red|Green|Legendary Planeswalker — Xenagos
|
4.5 | -0 | 15.00 | 0 | 3.00 | 1 |
ss-mythic||Legendary Artifact
|
0 | -0 | 15.00 | 0 | 6.00 | 1 |
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: