This has a big body and Lightning Helixes your opponent, so its hard to go wrong there! Especially because Black has plenty of good sacrifice fodder for Emerge.
Triple Green can be a little bit rough, but casting this for 6 or so is very doable, and when you do you’re at worst getting a 9/9 with Trample and Haste, and most of the time your board is going to populated by more than just the Decimator – in which case you’re just going to win the game. Now, you won’t always be able to Emerge effectively with this, and that hurts it’s stock a little bit, but I think the Decimator still reaches bomb status.
Sometimes you get a 3-for-1 with this, which feels incredible! Most of the time you’ll be able to get at least a 2-for-1. There will be times when your opponent’s hand is empty and it doesn’t do anything, and those moments are going to stink – but you’re still talking about a 5/5, which is relevant on almost any board.
The main thing you want to do with this is Flash it in and ambush block a smaller creature, and that’s most creatures! If you do that, you’re going to get a 2-for-1. Sometimes that situation doesn’t present itself, and you just find yourself casting this as a 5/7, and it doesn’t feel nearly as good in those cases, but Blue has enough good sacrifice fodder that this will still feel pretty decent.
If you flash this in, it is going to drastically alter the state of the game for both you and your opponent. Tapping four permanents is no joke. You’re normally going to want to tap opposing creatures to allow you to attack in for a ton, but you can even use this to tap down lands and things like that. Blue has good sacrifice fodder too, so you don’t usually feel like you’re losing a whole card to cast the Fiend at a discount.
If you can consistently get Delirium going, this is an amazing boardsweeper, because you’re always going to come out ahead thanks to the Angel. If you aren’t great at getting Delirium going – and White isn’t always going to get there – the card is obviously much worse, because you pay a ton of mana to wipe the board and then give your opponent a chance to rebuild first.
A vanilla two mana 3/1 was better back in 2016, and this will be far more playable in this format than it is in more recent ones.
This isn’t as impressive as it looks. +0/+1 to your whole board is not impactful in most situations. Still, it is a three mana ⅔ with Flash and upside, so it is super solid.
This card is incredibly swingy. 4 mana to exile something and give a creature +2/+2 is an incredible rate, and if the creature and Enchantment stay around, your opponent loses. However, if your opponent finds a way to kill the Enchanted creature, they probably win, because you get absolutely blown out.
This is better than it looks. A ¾ with lifelink is pretty beefy in this format, and represents a very real road block for aggro decks.
The stat-line is ugly for the cost, but tapping down an opposing creature every time it attacks can allow you to do tons of damage.
Don’t count on transforming her, but you don’t really need to. Most of her value comes from her extreme efficiency and all those keywords.
This offers an incredibly efficient boost up front, as +1/+0 and Flying is enough to massively upgrade most creatures! What really makes it a quality Aura is the fact that you can constantly bring it back from the graveyard.
This has medium base stats, and has a medium ETB ability. So basically, it's medium.
This Aura isn’t really worth the downside. Sure, it can offer a massive boost – but there are times where it doesn’t offer a big enough one to off-set how dangerous playing this card is. Your board already has to be good in most scenarios, too. Getting 2-for-1’d is a big enough risk that you need your Auras to do more than this.
Between Werewolves and Eldrazi, this has enough targets against most opponents to be worth playing. It offers a very real 2-for-1 when it has a target. But still, there are plenty of times where your opponent doesn’t have anything you can kill with it, and that’s pretty rough.
This format has some quality Auras and Equipment, especially in Green-White, so this is able to return a quality card a decent chunk of the time, and the fail case isn’t too terrible.
In the right format, this would be bonkers! Unfortunately, this format doesn’t have a dedicated life gain archetype, so gaining 3 or more life with it and transforming it into It That Rides as One isn’t as easy you might think. It is certainly doable, but not something that happens with regularity.
This offers a reasonable boost for the cost, but the downside of getting 2-for-1’d is still very real. This can work alright in really aggressive decks, but won’t always make the cut.
A 4-mana 3/1 with lifelink definitely isn’t good, but you can exile this from your graveyard to make two 1/1 tokens! This feels like a 2-for-1 most of the time, it feels great to trade it off – and it can even be a really pesky attacker.
As long as you have at least one card in play with one of these keywords, Odric will feel worth it. The problem is, you don’t always have a board that gets it going.
This can kill a decent number of creatures in the format, and it does it fairly efficiently. Obviously, it is a little too narrow to be premium, but its fine.
The base stats here aren’t good – but if you have Delirium going, the Reaper can represent lethal on a lot of board states.
This is a great aggressive two drop, and the ability to offer indestructibility to your whole board gives it some amazing upside that will really frustrate your opponent.
This is here for Historic and Explorer, not Limited. There aren’t any Equipment in this set that you can abuse with this.
This format has a ton of humans in it, so you often can’t tap creatures that you desperately want to tap. That makes this a lot worse than something like Master Decoy, but its still solid.
UW is all about spirits, and it has a sub-theme of abusing ETB abilities. The Shepherd’s activated abilities can help you trigger them, while also allowing you to save your Spirits from removal.
This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
This is a nice trick. One mana for +2/+2 tends to play pretty well, and the times you can get a 1/1 token out of this feel really insane, and its very doable, especially in GW.
This was an underperformer last time. The idea of tapping down your opponent’s whole board and swinging for lethal is easy to imagine, but there are lots of board states where the ETB ability is actually irrelevant. And in those cases, you’re playing a creature that has a pretty bad stat-line.
A three mana 3/2 with First Strike is a 3.0 at worse, and her static ability is pretty real! If you’re the beatdown, your opponent’s creatures entering tapped is going to end the game quickly.
A 5-mana 4/4 with First Strike is a card you basically always play. You won’t always be able to grab a legendary card with its ETB ability because they only appear at Rare and Mythic in this set. However, if you do end up with a couple of legendary creatures in your deck, this becomes one of the best cards in your deck.
This is a nice one drop. Generating a clue is great value to add to a one mana ½, and it even has a useful creature type.
Without Delirium, Topplegeist is already a playable card. Then, if you can get Delirium online, this becomes absolutely insane, as tapping down a creature every turn can really shift the game in your favor.
This is better than it looks. It is really easy to transform as early as turn two, and once it is Incited Rabble it is a really effective attacker, especially in the early game.
This has decent base stats, and it is big enough that its ability to keep coming back from the graveyard is pretty great.
Two mana to bounce a non-land permanent is usually playable, especially in a format with a spell deck! The Zombie upside is nice too, especially in situations when your opponent has an empty hand, when this basically feels like Doom Blade!
Counter magic that is this expensive usually isn’t worth playing in Limited. The three clues are enough upside for this to make a cut in the most controlling decks, but you won’t play it most of the time.
This is passable counter magic, and performs especially well in the early game, but the fact it gets worse the longer the game goes on is rough.
This can help you ramp into some nice spells, and once it transforms it becomes a really problematic threat. Spell and graveyard decks are very real in the format, so transforming it is very doable.
This starts with passable base stats, and transforming it is pretty easy in Blue. Once transformed, it is a creature your opponent really has to account for, since it can generate a ton of clues.
Most decks have enough creatures for this to be playable, though it is always rough to try to use one of these when your opponent casts a noncreature spell.
A 5-mana 5/4 that spits out a token every time you cast a spell is already a bomb, so the fact that this transforms into an even larger creature that also buffs all of your Wizards is absolutely incredible.
Bouncing something at Sorcery speed and going down a card normally isn’t worth it. However, this replaces itself, which makes a really big difference! It means you still get the tempo but don’t go down a card, and there’s a spell deck in this format, so any spell that draws you a card already gets more value.
This has decent defensive stats, and eventually draws you a card. It is a fine card for the grindy Clue decks, though most other decks aren’t that interested.
Four mana for a 2/2 and a 1/1 isn’t a great rate – but the ability to give deathtouch to zombies is pretty nice. This gets a big upgrade from the fact that it is great to sacrifice to Emerge creatures, too.
This has the capacity to draw you a ton of cards and load your graveyard at Instant speed, and that’s never bad.
Blue has a lot of ways to make Clues, so the Illuminator does a great job of generating extra value, which also having some pretty solid stats.
The Blue-White Spirit deck has a blink/flicker sub-theme, as Essence Flux tells you. If you have enough Spirits with ETB abilities, this is playable. But there are many decks it doesn’t work out in, even Blue/White ones!
This is good sacrifice fodder, and can be especially spicy with Emerge. Even in the absence of those things, the fact you can trade this off for a 2-for-1 feels pretty good.
Clues are good and all, but this isn’t a great format to try and mill your opponent out in. Several decks in this format want cards in their graveyard. Turning on their delirium and Flashback cards isn’t really something you want to be doing. There are some clue-heavy control decks where this can work out as a win condition, but you’re really playing with fire.
This does not tap down a creature – keep that in mind! It only keeps it from untapping, so if the creature isn’t already tapped, its ETB ability doesn’t do anything. A two man ⅓ with Skulk is definitely difficult to block, though, and this even has a useful creature type.
A 4-mana 3/3 isn’t great, and Skulk on a 3/3 is kind of funny – because it means there are lots of creatures that can effectively block it. Its ability to help you reload your hand can also be fairly situational and awkward, but if you’re given the time to set it up, pitching lands to draw extra cards is pretty good.
This is surprisingly good. It can block lots of creatures in the format, and a free Scry every upkeep does a great job of improving the quality of your cards.
This is usually well-worth the five mana you spend, and the fact this massive zombie won’t stay dead often allows it to take over the game.
This was Rare last time, downshifting it to Common will have a pretty significant impact on the format. That said, it isn’t amazing removal in Limited. Giving your opponent extra mana isn’t great, but it is usually better than whatever their best creature is. Still, you don’t really feel like you get a full card of value when you play this.
This is an amazing common. If you took away its ability to change its stats OR Prowess, it would still be pretty high quality – but it has both! This is incredibly difficult to block, and it can hit really hard so that’s kind of a problem for your opponent.
Yeah, no. This is far too narrow, even if you have Delirium active.
This is a great planeswalker. If you’re behind, his bounce effect can help you out, and if you’re ahead his +1 will give you insurmountable card advantage.
This is a little better than it might look at first, largely because the format has both a Spell deck and an Investigate deck. This ultimately replaces itself thanks to the Clue, and the -4/-0 can end up blanking an attack at worst, and sometimes you can even set up a really advantageous combat situation where your opponent actually loses a card.
You want to be milling yourself in this format, but there are lots of better cards out there that can do the job.
This is another really awkward mill card. Milling can benefit your opponent enough in this format that going this route is highly questionable. That said, the Scribe is capable of milling the opponent out all on its own.
There are enough Spirits in the set for this to be pretty nice. It starts with decent evasive stats, and will often attack as a 2/2.
This costs way too much, and with the average power level of cards in Limited, it is going to take awhile before you feel like you are getting your mana’s worth out of it.
On its own, this is a three mana 2/1 flyer that taps down an opposing creature. You would always play that, and this comes with the additional upside of making every spirit you control tap something down. This can really allow you to attack for tons of damage, especially in the air.
This is an amazing engine. Generating clues is great, and this gives you two separate ways to do that. If your graveyard is loaded up, you can get clues that way, and if you have a good board state, attacking will get you those clues. Pretty hard not to extract massive amounts of value out of this.
If your deck is spell heavy enough (so, mostly UR) this ends up being better than divination, especially because it loads your graveyard too! Outside of Blue-Red it becomes more questionable, though.
Paying 5 to draw 3 and discard a card isn’t amazing, but the fact this untapped two lands shouldn’t be overlooked. Most of the time, this allows you to add to the board thanks to the new cards you drew, making it much different than your typical sorcery speed draw spell.
This starts with great aggressive stats, and offers a significant upgrade to your spirits. It feels especially incredible when you flash this in to blank an opposing removal spell.
This is a legit buildaround in the format. Milling yourself is a very real theme, as are Instants and Sorceries, so it isn’t uncommon for Rise from the Tides to work as a nice win condition in a Blue control deck. Obviously it is horrible in any deck that isn’t actually good at both of those things, but the ceiling here is very high.
Like most -X/-0 Auras, this isn’t very good – even with Flash! It doesn’t get close enough to removing an entire card to feel like its worth it. It does get a small boost because of all the Prowess in the set, but you’re still hoping to play something better.
This is really slow, but it is actually a legitimate win condition. Milling your opponent’s stuff can definitely backfire in a format with Delirium and other graveyard stuff, but milling thirteen at a time stands a good chance of finishing your opponent off before it matters too much. You certainly need to be a good control deck to make it work, so keep that in mind.
The Spirit decks in this format have lots of cards that let them operate at instant speed, so this having Flash works pretty well. You can leave up counter magic and removal, and if you don’t need it, add a very real body to the board. You can of course also Flash it in and ambush block stuff, which can feel pretty great.
The stack doesn’t usually get very large in Limited, so this is mostly just a 4-mana counterspell that can go after abilities as well as spells. That’s not great.
This card can get really silly, especially in Blue-Red decks that can generate awesome value from spells that draw cards. Obviously, you want to get multiples of these, so that they can scale as the game goes on. Even if you only have two, you probably play them – and if you end up with 4+, it feels amazing.
This is a reasonable two-drop, though it does suffer from the fact that it is awful against the format’s flying tokens.
There’s a well-supported spell deck in this format, so flipping this is fairly doable. It takes awhile to get there of course, but paying two mana for a 7/8 that bounces a bunch of stuff is a great deal! This format does have a lot of Horrors, though, so sometimes you won’t bounce everything.
This is difficult to block, so its pretty great that you get to loot when it hits your opponent, and you can even discard creature cards to the loot effect and still add a 3/2 to the board – which is a pretty great deal for two mana.
This hits hard, can trade for many things, and when it dies it becomes a serious problem for your opponent. As a curse, it drains your opponent 1 life every upkeep, which really snowballs. It is especially nasty to sacrifice this to cast something with Emerge!
Even if you can consistently cast this for its Madness cost, Alms of the Vein is fairly disappointing. The six point life swing is nice, but doesn’t feel worth a card most of the time.
If you’re going to end up in a control deck, Biting Rain is a nice inclusion, as it does a great job of keeping aggro decks in check. Obviously, if you’re an aggro deck, you don’t want this.
This doesn’t feel amazing no matter how you cast it. If you can Escalate it, the boost it offers your creature and the -1/-1 it gives an opponent’s can be pretty nice, but three mana is steep enough that I don’t love this.
In the right deck, this can be very powerful! There is a lot of Madness in this set, especially in Black-Red, and this is one of the best ways to get Madness going, since it also lets you add a very real body to the board.
This is certainly clunky, but it deals with anything and drains 2 life, which helps offset how expensive it is.
The -2/-2 mode is a solid removal spell, so having the option to gain access to the other two modes is great – especially because discarding cards can be so good in this format.
This is a great card for getting Delirium going, and that’s definitely something you want to be doing – especially in Black/Green and Black/White. It even attacks in the air quite effectively!
Even if your deck has 0 other zombies, this is really strong. If you pay 2 for X, it means you pay 5 total mana for two 2/2s and give -2/-2 to an opposing creature. That’s amazing value, and this gets even better if you can pump more mana into it and/or you have more Zombies lying around.
This is premium removal, kills many things for only one mana. It is also a little better than normal in this format because of Delirium.
If Delirium is online, this is basically a 6-mana 4/3 that destroys a creature when it enters the battlefield. That’s insanely strong! Now, it does take some set up, and sometimes you don’t have six mana to do it all at once, but either way, the Stranger is very powerful.
You have to be a heavy Zombie deck to unlock this card’s full potential, but once you’re there this is great. It is especially nice that you get a payoff whether or not you play it before or after all of your other Zombies.
This is pretty bad if you can’t get delirium going. The good news is, by the time you’re going to want to cast this, you’re pretty likely to have it in a deck like Black-Green. At that point, it is a 5-mana ⅘ Flyer – which is pretty nice!
Loading the graveyard is pretty easy in this format, and because this can reanimate two things, you have a pretty reasonable chance to bring back 6+ mana worth of cards.
This starts with some pretty bad stats, but it can definitely grow in this format, especially in a deck like Black-White, which has a substantial amount of Sacrifice stuff.
This has solid base stats, and the fact you can get a Zombie out of it from the graveyard is great! Obviously, the rate on that second body isn’t amazing, but card advantage is card advantage. It also means you can discard or mill this and still get some nice value out of it.
This is great, it was an Uncommon last time, so downshifting it to Common is pretty spicy. Without Madness, it is a passable rate. With Madness it is downright nasty. Three mana for two 2/2s at Instant speed is a great rate. Casting this for its Madness cost is very doable, too.
Menace to Zombies upgrades a decent number of board states, and this isn’t a bad mana sink either.
You don’t play this unless you’re very desperate for a two drop or you have Midnight Scavengers.
This is a decent trick. While the small toughness boost isn’t going to always keep your creature alive, the lifelink can really alter a race in your favor.
4-mana for a 2/2 and a 1/1 Flyer is decent, and this can keep coming back from your graveyard! Discarding two cards might sound steep, but in this format, you can get a ton of upside out of discarding cards.
This is a great Vampire payoff. It is a bit awkward sometimes that you have to sacrifice something to put the counters on your creatures, but if you’ve got enough Vampires in play that is well worth the price.
If you play her on turn three, she will often allow you to run away with the game. You’ll often use her +1 to kill your opponent’s only creature, and then start alternating between her -2 and the +1. She is great for loading your graveyard in a format where that really matters, and she grants some real card advantage too.
Even in this graveyard-centric format, Liliana’s Elite often isn’t worth it. The upside here is that it is a large vanilla creature, and the downside is that it is awful in the early game, and mediocre in the mid-game.
You want one of these in virtually every Black deck. It is great at bringing back your best creatures, and it can even help you load the graveyard!
There are some expendable bodies in this format for sure, and the fact you can sacrifice a land is nice. But this is still fairly clunky for the effect, which often amounts to you breaking even on cards. That’s not especially exciting.
This can give you a pretty nice 2-for-1, and if you have Graf Rats in your deck it has the potential to become an incredibly scary creature.
A 4-mana ⅘ with Flying and Trample can end the game in a hurry, and it even helps you load your graveyard. And that’s important, because if you don’t have Delirium online the Demon can backfire! The good news is, in most decks milling four cards on turn 4 is likely to get you pretty close to Delirium, if not entirely there.
This is a pretty scary creature. A 7/7 with Menace is a real pain to block! It does come with a pretty big downside, but giving up expendable creatures or lands to swing with this thing isn’t too shabby.
This is a strange card that would normally be really hard to evaluate – but luckily this is a reprint set, and I’ve played with this card a lot! It is a 6-mana 5/5 that shrinks and spits out a 2/2 any time a player casts a spell. The end result is often 6 mana for 6 2/2s, which is a rate you would always pay. It also means that it is hard for your opponent to remove profitably, because they end up giving you at least one 2/2 when they target it.
On its own, this is a two mana 2/1 Flyer that can give itself Haste, but if you’re in Black-Red you’re going to have plenty of other Vampires around.
This card would be solid in any format, but in this one it is even better! It has a useful creature type and can help you get Delirium and Madness cards going.
Yeah, Coercion is never worth it in Limited, and the Delirium upside here may as well be flavor text.
This packs a lot of power for a two drop! A 2/2 Menace is already something you should be on board with, so the fact it can keep coming back to your hand and it can reanimate zombies from your graveyard is awesome additional upside.
Most decks will have loaded graveyards in this format, so this card overperforms a bit. It still doesn’t always have a good target, though.
This can definitely kill some stuff, but because it asks for so much, the end result is often still a 3-for-2, which isn’t exactly amazing. Now, if you have good sacrifice fodder and cards you want to discard anyway, you can offset the downside. This has a high ceiling, but also a miserable floor.
If you need sacrifice fodder, this is pretty nice. If you don’t, you aren’t playing it.
On its own, this is a two mana 2/2 that can buff itself by discarding a card, and if you’re in Black you’re likely to have a bunch of Vampires, cards with Delirium, and cards with Madness – and this works great with all of that.
A three mana 3/2 isn’t very good, but a three mana 4/3 with Menace is! Delirium is very accessible too, though you won’t usually have it when you’re playing this on turn three.
A 0/13 can block most things, and the ability can definitely be useful sometimes – but if your opponent has more than 13 life it doesn’t do a whole lot.
Believe it or not, this is better than it looks! The fact you can manipulate life totals until they line up just right means you can actually get this alternate win condition to work. Now, it still isn’t an amazing card, but at first glance it looks unplayable. It is a passable win condition in control decks, and a lot of fun!
A 5-mana 3/3 Flyer with Madness isn’t too bad, but the Pariah’s ability to transform is what makes it truly frightening. It becomes a 6/5 Flyer that makes your opponent sacrifice three creatures! You sacrificing three of your own creatures to get there can be a big ask, but the fact you can do it at instant speed makes it easier than you might think.
This is bad if you don’t cast it with Madness, and mediocre when you do.
If you’re only casting this normally, it is clunky as heck. If you have enough discard outlets though, it becomes a premium removal spell.
A six-mana 5/5 isn’t particularly good, but it does punish your opponent fairly harshly for blocking it! It is effectively impossible to block by anything with less than 3 toughness, and no matter what the Alphas do make sure to do some damage in the process. That said, the situations where you can’t attack feel pretty bad with this thing, since it isn’t a particularly good blocker.
Even if you have no discard outlets, this is a nice removal spell. It can take down one X/2 or a couple of X/1s. If you have discard outlets this gets really crazy, as it becomes an instant speed version of Blaze that lets you divide damage however you want, which is amazing.
If you’re a spell-heavy deck, this is quite powerful. The big downside the card has is that you don’t really want to cast it while you still have a significant number of cards in your hand. But the good news is, by the time you can actually cast this, you probably need to reload your hand anyway.
This is bad. It isn’t worth the mana or the card. Double strike on one creature can sometimes be pretty sweet, but the fact it only works on one creature and only on your turn is rough. You basically already need a really good creature or this is irrelevant.
A three-mana 4/1 isn’t a terrible rate for an aggro deck, and this has big upside! Sometimes you can cast it for two, and it gets bigger when it gets in for a hit. Madness increases your chance of making that happen, too, since you can effectively flash it in at the end of your opponent’s turn sometimes.
This is bad. It is a build-your-own Sure Strike, except it costs twice the mana – and it isn’t like Sure Strike is that impressive to begin with.
X spells like this are usually not ever efficient, but the fact they scale all game long is quite powerful! You can finish your opponent off with it, and if you have enough mana, it can deal with anything!
A three mana sorcery that does 4 to a creature is a premium removal spell, so the fact you can pump more mana into this to get the other two modes is really good.
A three mana ⅔ that gives you a mana every time it attacks isn’t too bad, and this can transform into a fairly impressive Eldrazi Werewolf.
This is a solid little two-drop and it has a useful creature type.
Devil tokens are incredibly obnoxious because they ping things when you die, and this gives you four of them. This often makes it impossible for your opponent to attack you, and gives you a fairly impressive Devil army that is also hard to block.
This overperformed last time. A lot of the time, this sort of creature that can buff its power for mana isn’t very impressive, because you end up having to spend a lot of mana just to make it trade. However, adding Haste to the mix, along with a useful creature type, makes a significant difference. This even has a bit of Fireball potential in the late game.
Black/Red is already loaded up with Vampires and discard outlets, so the Gorger giving all of your Vampires Madness actually comes up. That said, many vampires in the set already have Madness, so it isn’t always going to do something. Still, it is a one mana 2/1 with upside – hard to go wrong there.
Even without Madness this would be a great Common, with Madness, which basically gives it the potential to be Lightning Bolt, it is one of the best Commons in the set.
A 6-mana 4/4 Flyer isn’t amazing, but there’s some upside here. Pinging your opponent any time you or your creatures take damage can really complicate things for your opponent, as they have to be very careful if there life is even remotely low.
It is a bit of a bummer that you have to discard the card at the beginning of combat in this case, because it makes it harder to pull off Madness shenanigans, but this is often a two mana 4/2 with Trample that helps you cast things for their reduced Madness costs.
You’ll always play this even if you only have one copy, and it becomes far better the more copies you have. If you have 4+, it becomes one of the best cards in your deck.
This is a solid finisher. A 5-mana 5/4 is obviously not great, but a 5-mana 6/5 with Menace? Yeah, that closes out a lot of games.
A three mana 3/2 with Haste is a great starting point, and when this transforms it not only gets +1/+1 – it also makes it so all of your werewolves immediately transform when they enter the battlefield, which is a pretty big upgrade.
This is better than it looks! That’s not to say it is good, but I think most people will look at this and think it is unplayable, but it isn’t. A 4-mana 4/9 with Haste can very quickly close out a game and is incredibly difficult to kill. The downside is massive of course, but the upside is worth the risk in some decks.
If this can attack even once, it ends up giving you pretty absurd value! It isn’t always able to attack, since its only a ⅔, but it can do it often enough that its pretty great.
This has decent stats, and if you're in Red/Green it basically has no downside.
Two mana to do 3 to a creature is always premium removal, and this has exile upside that really matters.
A 4-mana 5/3 isn’t too bad, even if it has to always attack, and the Madness upside is nice to have.
This is a solid one drop that can chip in for some nice damage early, and then cash itself in for a card later in the game.
There’s lots of stuff in this format that you want to be discarding, and you will often find yourself able to cast this for only a single mana and cast whatever you discard. At that point, you’re really negating the downside of the Axe, and it just becomes an incredibly efficient removal spell with major upside. You won’t always be able to do that of course, but it happens often enough that this is premium removal.
This is a nice repeatable way to get Madness going, but the stat-line means it dies to several one mana removal spells in the format, and that downside hurts.
You’re not going to play this unless you’re an all-in aggro deck, and even then it is sometimes a real problem that flyers can still block.
In a roundabout way, this does give you three damage for three mana. If you look at this as a three mana 1/1 devil that does 1 to something on ETB it sounds a lot better, as you get to add to the board while picking something off. If you can’t kill something with the 1 damage it does get a lot worse.
This has incredible base stats and it is incredibly costly to kill. If your opponent finds a way to kill the Dragon, they get copies of that removal spell for every creature they control, and that usually means they come out way behind. It also has the upside of multiplying your combat tricks, which comes up as well. This is a massive bomb.
You aren’t usually going to come out ahead when you use this – since you end up using the Wrath, and you have to discard a card for each creature or planeswalker you kill. That’s definitely card disadvantage. However, there are cards in this format that like to be discarded, which certainly makes this better - and there are definitely times where this can utterly reshape the board. There will also be times when it doesn’t do anything, though – and unfortunately those will be more common.
This is a buildaround, but it is also an incredibly important and powerful Common for the Blue-Red deck. It gets massive in that deck, and the Trample is a real problem for your opponent.
This is a nice discard outlet that can be pretty obnoxious to block in the early game.
This is a decent trick. The toughness boost of only 1 does mean your creature will die more often with this than you might like, but +2 power and trample for one mana can also result in huge blowouts.
A two mana 2/2 with First Strike is something you always play, so the fact this can gain double strike in the mid-game is a great upgrade.
If you’re in Red there’s a good chance you have a nice mix of Instants and Sorceries, and if you do, this is a pretty nice way to get back some removal spells.
A three mana 3/2 with Menace is a great starting point, and that’s good – because this ability isn’t quite as good as it looks. It actually gives your opponent some very real control over what you draw, and sure, sometimes the decision is hard because they might take some extra damage, but the fact they can just make you draw a land when you reveal it can be rough. The decision just doesn’t punish your opponent as much as you’d think. Don’t get me wrong, this card is still really good because of the baseline and the upside of drawing you extra cards, but it kind of looks like it would be a bomb, and it doesn’t get particularly close.
If you’re a Vampire deck, playing one of these is decent. The fact it has Madness means you can treat it as a trick sometimes that gives First Strike to all of your attackers. Buffing your Vampire is nice too! The problem here is that this card is pretty bad if you’re behind.
They downshifted this to Rare, which is pretty spicy! A three mana 3/2 Trample isn’t a bad starting point, so when you add in the Madness upside and the fact that this can effectively draw you cards, and we’re talking about an incredibly efficient and powerful creature.
This is a great payoff in Blue-Red, but most Red decks in the format have enough instants and sorceries in them to make the Alchemist playable.
This is better in this format than it is in pretty much any other! It helps you get Delirium and discard things with Madness, on top of also being a nice card for the Blue-Red spell deck since it triggers all of your payoffs.
This has a solid baseline, and granting indestructibility to your werewolves can be great! That said, the ability is fairly costly, and if your opponent has mana up when you try to use it, prepare to get blown out.
This is a very nice trick. It is a little expensive, but it makes most creatures win combat, and it has the potential to allow an unblocked creature to just finish off your opponent. The first copy should be valued fairly highly.
This is great on turn one, especially if you’re on the play. You get to play this and get in for a damage, and if your opponent doesn’t have a one drop, this turns into a 2/2 Menace – and it's going to stay that way for quite some time. If you get it later in the game, it is significantly less impressive, but a 2/2 Menace can at least be relevant on most board states.
This type of trick is rarely good. The stats boost is medium for two mana, and Reach and untapping are mostly only relevant on defense, which is the worst possible time to use a trick.
This is a pretty real payoff for sacrifice decks, and it has passable base stats.
This isn’t quite as good as it looks, which is partly why they downshifted it from Uncommon. A 4-mana 3/3 isn’t very good, and while this has a big text box, it doesn’t do anything that good. It does generate Clues for you whether it blocks or gets blocked, which means you do ultimately get a 2-for-1 out of it pretty often. I wouldn’t count on being able to effectively utilize the card’s other ability, though. These sorts of effects always underperform in Limited, partly because you can’t really build a deck with enough monsters to cheat into play. So, you don’t often have something worth putting into play with the effect – oftentimes, it is better to just hold on to all of your clues.
This is good at trading off for things, and the Clue it gives you means you’re going to get a 2-for-1.
This is great removal. Because of the stats boost, it makes most creatures capable of taking something down, and sometimes you can even get a 2-for-1 – like if the +1/+1 helps a creature win combat.
This only gives +1/+1 a little too often to be anything special. Some really clue-heavy decks can get some good use out of this, but it isn’t exactly the payoff you’re hoping for.
This is an amazing buildaround. It quickly gets you Delirium, and it adds to the board while loading up your graveyard with all that sweet, sweet value. That said, it doesn’t work in just any deck – it is mostly here for Black/Green.
This format has some interesting things to ramp into, but this still isn’t worth using in Limited. You often don’t have anything to use the mana on, and when you do, it usually isn’t worth using up this card to help you cast it.
This is a nice mana dork that can even fix your mana, and the fact it can get deathtouch is pretty nice. Most mana dorks stop being good in the late game, but adding deathtouch means this always has an impact on the board.
This is a very strong Uncommon. It has good base stats, and on the front side it has a very powerful activated ability that will allow you to outcard your opponent in the later stages of the game. The front side is kind of the one you want the most, but the Werewolf side isn’t too shabby either.
This is not very good in Limited. Most of the time, you 2-for-1 yourself for a slightly better creature than what you already had.
A one mana 1/1 with deathtouch is always playable, and this has the upside of becoming much more relevant in the mid to late game.
This is a nice Clue payoff with solid stats. The life it gains you can really help you buy yourself the time to draw all of your extra cards.
You usually want one of these in Green. It helps you get delirium and helps you get value out of the graveyard.
You do mill yourself a lot in Green, so the idea here is that if you milled a land you need, you can get it back. Mostly, though, that isn’t worth doing.
This is a nice Human payoff that can make most boards significantly better. It doesn’t buff itself, though, so it often goes down in one attack.
This is a nice two drop. If you’re on the play and your opponent doesn’t have their own two drop, it can easily become a 4/2 Trampler in the early game, which is terrifying! That size is relevant all game long, too.
This works pretty well if you have lots of Wolves or Werewolves, and even plays quite well with them. Because it has Flash, you can pass the turn, have your wolves and werewolves transform, and then play this on your opponent’s turn. If this can buff most of your board, its great – but you don’t play it until you have 10+ wolves or werewolves.
This is a solid Human payoff. The +2/+2 it offers often gives you a much better situation to attack with, and the 3/3 Trample body isn’t the worst thing.
Ishkanah is insane if you have Delirium, and getting it going by turn five is very doable. You end up paying 5 for a ⅗ and 3 1/2s with Reach. You don’t even really need to be in Green-Black to get her going, though obviously also having access to her activated ability is better.
This is a fairly effective removal spell, as you can often use it effectively even with just a single Wolf or Werewolf. Your deck does need to be loaded up with them for this to be at its best, though – as if you don’t have a wolf or werewolf in play, this does stone nothing.
This is a great two-drop that has nice stats, can threaten to become quite large, and helps you do things with Madness and Delirium.
Without Delirium, this is a two drop that usually makes the cut. When you get Delirium going, it becomes an impressive value engine, giving you a +1/+1 counter every turn.
A 4-mana 4/3 with Flash would usually make the cut, so the fact you can discard a land to end up also getting a 2/2 is amazing, especially because getting a land in your graveyard might help you get Delirium.
This card is fun, but not particularly good. Turning everything into permeating masses does really alter the game, but not usually in a super meaningful way.
This is premium removal. You have to be careful about when you use it, because your opponent can interact in response and blow you out. But when you get the chance to use it, it ends up dealing with most creatures very efficiently.
It is hard for this to ever be that large in Limited, as one doesn’t usually hold on to a bunch of cards by the time it comes down. Still, it does replace itself, and when it transforms it gets significantly scarier.
This is clunky as heck – but actually usable in this format. Graveyard decks are real, and getting back 4+ cards with this is eminently doable. Tapping out to cast it in the first place can be sketchy sometimes, but if you get to untap, it is hard for you to lose.
You just don’t end up with enough tokens for this to actually be worth playing. Sure, doubling clues and some random creatures can be nice, but this card is entirely blank far too often.
This might only have one toughness, but because it can’t be blocked by creatures with lower power, you don’t need to worry too much about your opponent trading up. Once transformed it becomes an absolute monster, drastically increasing its toughness and generating a body when it hits your opponent.
A three mana 3/3 with Flash is pretty nice, and while you may not always be able to take full advantage of its ETB ability, there are times when it really matters. It can save your creatures from some removal spells, or turn a trade into a much more beneficial situation.
You do mill lands into your graveyard in this format, but this still isn’t worth it.
This is a passable creature that can ambush block some stuff, but it doesn’t always make the cut.
Last time around, this vanilla 4-mana ⅘ played surprisingly well. It is quite large for the format, and has a useful creature type.
This is a powerhouse. It is both a source of card advantage and a potential win condition as it continually grows and lets you draw a ton of cards. It can easily take over games, and that’s not something you can say about most three drops!
I’m not usually very high on tutors in Limited, but this one costs a single Green mana, and the fail case is that you can throw it away to grab a basic land. This helps fix your mana, and can make lots of hands with low land-counts more keepable. Once you get delirium, it can tutor up creatures too, which is nice upside.
As is true in most formats, ramping your mana is pretty good! Even when it is attached to a two mana ½ with Defender. Its transformation isn’t the most impressive, but it does let you ramp mana even more, it gets bigger, and it loses defender.
The fact this can search up non basics doesn’t matter a whole lot in this format. But you know what does? Having an absolutely massive creature, and that’s what this will be! Usually it is a 6-mana 7/7 with Reach, and it continually grows as the game continues.
This is a very powerful value engine, especially in Blue-Green, where you have lots of Clues anyway. Making it so sacrificing a clue generates a 1/1 is a huge upgrade, as it allows you to add to the board while digging deeper into your deck. This is less good if you’re entirely reliant on it to generate your Clues, but even then it can be pretty good.
This is actually a very important card for Delirium decks. It can often get you delirium all on its own, as it puts itself and 4 cards from the top of your library into your graveyard. Getting an Enchantment in there can be particularly difficult, but this makes sure it happens for you! It is certainly a buildaround, as it isn’t really a card you want outside of Black/Green, but it is one of the most important Commons for that deck.
This has good base stats, and the ability to give double strike to your humans can be quite formidable. It is quite expensive to do it, though.
This fixes your mana and generates a Clue, and some decks are definitely in the market for that.
This is a surprisingly good Aura, and one you’re usually going to want one of in your Green decks. 5 mana is a lot, but the fact this gives you a 2/2 means that you do a good job of mitigating against the risk of getting 2-for-1’d.
You can pay 0 for X, so at worst this is an uncounterable 4-mana Clone, which is perfectly fine! It is awesome that it scales as the game continues too, since it can come into play with better, and better stats. If you can pay at least 1 for X, t you’re always going to have the best creature on the battlefield when you cast it.
Hitting any type of permanent is great, and well worth paying 3 life for. That said, playing more than 1 or 2 of this can get a little sketchy because of the life payment. You can offset it by gaining some life, of course.
Arlinn is a fairly cheap planeswalker, and all of her abilities are great. Her +1 and 0 on the frontside do a good job of protecting her, and when she transforms she can give you a massive board buff or Bolt opposing creatures. You won’t always get to her ultimate, but alternate between her two sides is incredibly powerful, and hard for anyone to overcome.
When your hand is empty, the priest is pretty insane. But even when it isn’t, you have a 4-mana 4/4 with amazing Madness upside and a useful creature type.
This is basically howling mine, but it does come with a bit of a downside for your opponent, as they will get Shocked by it sometimes. Still, it isn’t that easy to start burning your opponent with this in Limited, and like most symmetrical card-draw, the fact your opponent gets the first card out of this is definitely rough.
Gisa and Geralf have nice stats, help you load your graveyard, and if you have enough Zombies in your deck they are a very powerful value engine, as casting a Zombie from the graveyard every turn is a really big deal. If you’re in Blue-Black, your deck is just going to have a bunch of Zombies too.
Before it gets Delirium, the Flayer can help you get there with its combat damage trigger, and once you have Delirium, he becomes a much bigger threat that continues to load your graveyard and improve your draws.
If you’re in Green-White, you’re going to have a lot of Humans. Even on its own, as a 4-mana 3/3 with lifelink and flash, it is kind of passable — but on most board states it will at least buff 1-2 other things, and do it at instant speed!
If you have enough cheap spells, the Geists hit incredibly hard. If you’re playing Blue-Red, your deck will have enough spells in it without even trying.
This is not the most exciting signpost Uncommon ever, its Delirium ETB ability isn’t always relevant, so it is kind of a pain that you have to jump through hoops to even get it to do its thing. Still, hard to go wrong when the card’s baseline is a three mana 3/2 with Haste.
Nahiri can rapidly raise her loyalty and rip through yoru deck with her +2, and her -2 is reasonably effective at killing things. It isn’t awesome that she can only take down tapped creatures, but the turn you play her she’ll often have a nice target, and once she is in play your opponent really has to weigh whether it is worth attacking. In a roundabout way, that ability can protect her, since your opponent obviously has to tap a creature to go after her. Her ultimate is rarely very impressive in Limited, so the fact you can get there quickly doesn’t matter that much. Most of her value comes from her +2 and -2, and that’s perfectly fine.
A three mana 3/3 flyer is a great place to start, so the additional upside she offers is great! Rummaging while upgrading every creature you play is very powerful.
If you can bring this back once, you’re going to be thrilled, and that’s fairly doable in Blue-Black. It also has a perfectly solid baseline as a three mana 3/3, so there’s really no reason not to play it in every Blue-Black deck.
Red-White is all about aggro, and Ride Down fits really well into a deck that is all about attacking. It is basically impossible for your opponent to set up a good block when you have this in your hand, and that’s exactly what you want.
This has great base stats, and offering hexproof to you and some of your creatures are great – especially when combined with her impressive mana sink ability that can generate a bunch of 1/1s.
Sorin can use his +1 to grant serious card advantage when you’re ahead, and when you’re behind, his -X is quite good at helping you stabilize, between removing a large creature and gaining you a bunch of life. His ultimate is fairly attainable too!
Even if you don’t have a target for this, we’re talking about a a three mana ⅔ with Flying and Flash – a card that is already very good! When you do have a target for this, it gets way better, as getting rid of a spell off of the stack is a powerful thing. Your opponent does eventually get the spell back sometimes, but they will no longer have the ideal situation they had when they cast the spell originally, and a lot of the time they never get it back!
Her +1 is pretty good at drawing you cards, whether you use it on your opponent’s creatures or your own – and her -2 is great at really shaking up the board state right away. She isn’t quite a bomb, but she can certainly shift games in your favor.
A 5-mana 4/4 that gives +4/+4 to one of your creatures when it ETBs is something you would always play – that’s a boost that drastically improves your attacks on a given turn, and Ulrich has way more upside than tha! When it transformers, its fight effect turns it into removal, and if it flips back to Ulrich you get that +4/+4 again. Both sides are bad news for your opponent.
Not worth it in Limited, even with a spell deck around. It is too slow and doesn’t really do anything to impact the game most of the time.
This is a source of fixing that can become a very real threat. The situation won’t always allow you to transform it, but if your opponent has 10 or less life and you’ve got the Aurora of Emrakul attacking them, they are going to be in some serious trouble.
This is better than it looks! This is a format where you can actually end up milling yourself out, especially in Black-Green. Once your library is out of cards, the Golem not only helps you avoid losing because you’re out of cards – it also effectively lets you draw whatever card you want every single turn. It takes a fairly particular deck for this to make the cut, though.
This is by no means efficient, but if you’re hurting for Artifacts to get Delirium going more consistently, it can do the job.
This is a little better than it looks. It is both an Artifact and a Creature, which means it gets you halfway to Delirium all on its own.
A three mana 2/2 isn’t a great starting point, but trading this off or sacrificing it to something with Emerge is pretty amazing, because it comes back as a very real Equipment that has some Human upside. You end up getting a pretty amazing deal for only three mana.
A 2-mana 5/5 is great, but this is effectively a blank card for most of the game, and by the time it can attack and block, a 5/5 is no longer the most impressive thing.
This is a very clunky mana rock. It is nice that it can produce Clues, but it doesn’t exactly do that efficiently either.
This mostly isn’t worth it. Sure, you want to be discarding in this format to set up Delirium and cast things for their Madness cost, but there are lots of better ways to do that. The fact there isn’t any other Equip cost on this at all is rough, because even in this format there are situations where you just can’t move this.
The base form of the Heirloom is a solid piece of Equipment, and once it transforms it can make any creature into a major threat. Transforming it isn’t always easy of course, and works best in Red-Green, but because it has such a good baseline, it is worth valuing fairly highly.
+4/+2 is quite the boost, enough to make any creature into an impressive attacker, and the fact that this still gives you value when an Equipped Human dies is great. In those situations, it is virtually impossible for you to not have something to equip this to.
You need a nicely stocked graveyard and lots of spare mana to fully utilize this. So, basically, this is a little bit too clunky, and asks too much of you at the same time.
This might be cheap to play and equip and offers a significant boost, but the downside here is far too much. You don’t want go have to give up permanents just to untap creatures.
This is an impressive value engine. Getting all of those Clues is a great way to win the game. The downside is that you have to pay 5 mana and not impact the board when you play it, but that’s something you can get away with more in this format than in more recent ones.
This does a solid job of fixing your mana, and it helps you get delirium early by putting an Artifact in the graveyard.
This is a very efficient Equipment, especially if you’re in Green-White and have lots of humans. +2/+1 and Vigilance is enough to make just about any creature into a problem.
This is a passable defensive creature that is great at fixing your mana and helping you get Delirium.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
This is a nice mana sink ability to have in any format, but in a format with a heavy graveyard angle it is even better. The downside is you also risk helping your opponent.
A land that grants haste for a single Red mana isn’t especially good, especially when it can only produce colorless mana. It isn’t terrible, mind you – and that’s especially true if you have the Hanweir Garrison – but it also isn’t a land that always makes the cut.
These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Playing these untapped is fairly easy, and they do a good job of fixing your mana.
These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
A land that can crank out creature tokens in the late game is a nice utility land to have, and this can transform into an almost unbeatable Demon, who often wins the game in a single swing.
These always enter tapped, which is a little bit of a bummer, but they still provide some quality fixing.
Casting Emrakul for 7 is fairly doable in this format, as the graveyard decks are very real! You already have lots of incentive to get Delirium going, and Emrakul is like the ultimate payoff. Getting her down to 7 mana is very doable if your deck has the right composition. 7 mana is definitely a ton, but you’re going to win almost every time you cast her. Taking over your opponent’s turn and making all kinds of bad decisions – like attacking into Emrakul and pointing their removal at their own stuff – is absolutely backbreaking, especially when stapled to a creature this massive.
This is a three mana 3/3 that just won’t stay away. Sure, any spell at all exiles the Scourge, but you can just keep casting it over and over again, so your opponent isn’t going to be that keen on using spells on it anyway.
This format has a decent number of Artifacts and Enchantments, and if you have a target, the Mockery will feel amazing. However, there aren’t so many of them in the set that this will consistently give you that sweet 2-for-1.
This is one of the best Commons in the set. Casting it for the full 7 mana is totally passable, and if you can sacrifice something that gives you value and cast the Gryff for three or four mana – which happens all the time – it feels particularly amazing.
An anthem that also gives creatures Vigilance is great. Not buffing tokens is definitely a downside, but this offers such a massive upgrade to most of your creatures that it doesn’t matter.
2-for-1ing yourself to destroy something isn’t great, but there is enough sacrifice fodder in this format that the first copy of Angelic Purge usually makes the cut.
This was a big overperformer last time around. Its stats line up reasonably well in the format, and it gains you that 3 life pretty often.
This card is absolutely absurd in Limited. A 5-mana 4/4 with Flying, Vigilance, and Flash is already great – and she is significantly better than that! Making your whole board indestructible allows you to set up all kinds of advantageous blocks, and you can even flash her in to block something! Her transformation is pretty potent too, though there are occasionally times where it isn’t super advantageous.
The most useful mode on this is usually making your opponent sacrifice an opposing creature. Paying 2 mana for that isn’t amazing, especially when your opponent attacks with multiple creatures. However, the fact you can pump some extra mana into this for some extra effects is great.
So you can pay for +2/+2 to the whole board, or three mana for just one of these effects. Neither is very exciting.
This is amazing removal, and it was at Uncommon last time around. Downshifting it is pretty surprising, because it deals with most things in the format quite effectively! Its great you can move it around when you need to, too.
By the time you cast her, Bruna will usually have something to reanimate, and she brings some pretty nice stats to the board too. Her stat-line isn’t too shabby either.
This has great stats to start, and generating Clues makes it a very powerful value engine.
If you can only get one of these modes, it isn’t great – but the fact you can get all three without spending any other mana is amazing! Three mana to destroy a big creature, permanently buff your whole board, and maybe even destroy an Enchantment is nuts! It IS a sorcery, so it can be a little clunky to tap your guys down, but it is well worth the risk
This can draw you a Human pretty frequently, especially in Green-White, and a 2-for-1 is a powerful thing.
Trading this off for something and then getting a flying token out of your graveyard feels great. Also works well if you want to sacrifice it or you end up milling it.
A three mana 2/2 Flyer was a lot better back in 2016, and I think this format is similar enough for this to be solid.
This removes things very efficiently. The downside is real, as you eventually get 2-for-1’d, but the flexibility and efficiency is enough for this to feel pretty great. It gets better in aggro decks, where you can put your opponent on the back foot and not really allow them to cash in the clue, since if they don’t add to the board, they die.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon||Creature — Eldrazi Leech
|
2.5 | 1.8 | 9.86 | 7 | 7.38 | 108 |
ss-mythic||Creature — Eldrazi Boar
|
4.5 | 4.9 | 1.33 | 3 | 1.33 | 3 |
ss-rare||Creature — Eldrazi Insect
|
3.0 | 4.6 | 2.00 | 9 | 2.00 | 12 |
ss-uncommon||Creature — Eldrazi Crab
|
2.5 | 2.8 | 7.17 | 6 | 7.44 | 75 |
ss-rare||Creature — Eldrazi Octopus
|
4.5 | 4.4 | 2.57 | 7 | 2.60 | 10 |
ss-mythic|White|Sorcery
|
4.5 | 4.7 | 1.75 | 4 | 1.60 | 5 |
ss-common text-light|White|Creature — Fox
|
1.5 | 1 | 12.14 | 28 | 10.28 | 348 |
ss-common text-light|White|Creature — Spirit Soldier
|
2.0 | 1.9 | 9.77 | 26 | 7.52 | 251 |
ss-uncommon|White|Enchantment — Aura
|
2.5 | 4.5 | 2.50 | 12 | 2.71 | 39 |
ss-common text-light|White|Creature — Human Knight
|
2.0 | 1.8 | 9.84 | 19 | 8.51 | 247 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1.4 | 11.11 | 28 | 9.29 | 278 |
ss-mythic|White|Legendary Creature — Angel Horror
|
4.0 | 4.8 | 1.67 | 3 | 1.67 | 3 |
ss-uncommon|White|Enchantment — Aura
|
3.5 | 3.2 | 6.00 | 4 | 3.68 | 43 |
ss-common text-light|White|Creature — Spirit Cleric
|
2.0 | 2 | 9.38 | 21 | 7.67 | 247 |
ss-uncommon|White|Enchantment — Aura
|
1.0 | 1.4 | 11.00 | 9 | 6.65 | 88 |
ss-uncommon|White|Instant
|
2.5 | 2.1 | 9.11 | 9 | 5.80 | 62 |
ss-uncommon|White|Creature — Human Warrior
|
2.5 | 2.4 | 8.14 | 7 | 6.44 | 79 |
ss-uncommon|White|Creature — Human Knight
|
3.0 | 3.5 | 5.20 | 10 | 3.41 | 39 |
ss-common text-light|White|Enchantment — Aura
|
1.5 | 1.5 | 10.71 | 24 | 9.06 | 294 |
ss-uncommon|White|Creature — Human Cleric
|
4.0 | 4.1 | 3.53 | 15 | 2.94 | 41 |
ss-rare|White|Legendary Creature — Human Soldier
|
3.0 | 3.8 | 4.50 | 4 | 3.80 | 5 |
ss-common text-light|White|Instant
|
2.5 | 2.2 | 8.73 | 22 | 7.79 | 240 |
ss-uncommon|White|Creature — Angel
|
2.5 | 3 | 6.62 | 8 | 6.38 | 92 |
ss-rare|White|Creature — Spirit Cleric
|
4.0 | 4.8 | 1.60 | 10 | 1.69 | 14 |
ss-rare|White|Enchantment
|
0.0 | 3.3 | 5.80 | 5 | 4.95 | 21 |
ss-common text-light|White|Creature — Human Cleric
|
2.5 | 2.5 | 7.97 | 36 | 7.08 | 234 |
ss-uncommon|White|Creature — Spirit
|
3.0 | 3.4 | 5.50 | 18 | 5.73 | 83 |
Steadfast Cathar
2.5 This is a solid two drop, as attacking as a ⅔ in the early game is pretty nice.
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 2.3 | 8.42 | 26 | 7.86 | 250 |
ss-common text-light|White|Instant
|
2.5 | 1.5 | 10.79 | 28 | 9.27 | 291 |
ss-uncommon|White|Creature — Angel
|
2.5 | 3.5 | 5.25 | 8 | 5.41 | 73 |
ss-rare|White|Legendary Creature — Human Soldier
|
4.0 | 4.9 | 1.20 | 5 | 1.14 | 7 |
ss-rare|White|Creature — Human Knight
|
3.5 | 4.8 | 1.43 | 7 | 2.20 | 12 |
ss-common text-light|White|Creature — Human Soldier
|
3.0 | 3.7 | 4.69 | 39 | 4.53 | 142 |
ss-uncommon|White|Creature — Spirit
|
3.5 | 3.8 | 4.33 | 12 | 3.94 | 51 |
ss-uncommon|White|Creature — Human
|
3.5 | 3.8 | 4.42 | 12 | 4.14 | 52 |
ss-uncommon|Blue|Creature — Zombie Horror
|
3.5 | 3.1 | 6.22 | 9 | 6.21 | 84 |
ss-uncommon|Blue|Instant
|
2.5 | 2.4 | 8.30 | 10 | 6.30 | 60 |
ss-rare|Blue|Instant
|
1.5 | 3.8 | 4.50 | 2 | 3.07 | 15 |
ss-common text-light|Blue|Instant
|
1.5 | 1.5 | 10.76 | 21 | 9.24 | 294 |
ss-uncommon|Blue|Creature — Homunculus
|
3.5 | 3.2 | 5.91 | 11 | 5.00 | 60 |
ss-uncommon|Blue|Creature — Human Rogue
|
3.5 | 2.9 | 7.00 | 8 | 5.21 | 71 |
ss-common text-light|Blue|Instant
|
2.0 | 1.2 | 11.53 | 30 | 9.65 | 321 |
ss-rare|Blue|Creature — Insect Horror
|
5.0 | 4.8 | 1.50 | 10 | 1.75 | 13 |
ss-common text-light|Blue|Sorcery
|
2.5 | 3 | 6.68 | 28 | 5.79 | 182 |
ss-common text-light|Blue|Creature — Human Wizard
|
2.0 | 1.7 | 10.33 | 33 | 9.27 | 364 |
ss-uncommon|Blue|Creature — Zombie
|
3.5 | 2.1 | 9.00 | 13 | 7.66 | 89 |
ss-rare|Blue|Instant
|
3.0 | 3.7 | 4.67 | 6 | 4.62 | 24 |
ss-uncommon|Blue|Creature — Spirit
|
3.5 | 3.8 | 4.50 | 12 | 4.24 | 55 |
ss-common text-light|Blue|Instant
|
0.0 // 2.5 | 1.5 | 10.85 | 27 | 9.11 | 309 |
ss-common text-light|Blue|Creature — Human Wizard
|
2.5 | 1.5 | 10.94 | 31 | 9.31 | 283 |
ss-uncommon|Blue|Enchantment
|
1.0 | 2.7 | 7.50 | 4 | 6.30 | 82 |
ss-common text-light|Blue|Creature — Spirit
|
2.5 | 2 | 9.42 | 26 | 8.43 | 244 |
ss-rare|Blue|Creature — Zombie Horror
|
3.0 | 3.6 | 5.00 | 1 | 3.36 | 16 |
ss-common text-light|Blue|Creature — Spirit
|
3.0 | 1.6 | 10.61 | 28 | 9.01 | 304 |
ss-rare|Blue|Creature — Zombie Horror
|
4.5 | 4.3 | 3.00 | 4 | 2.57 | 7 |
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 2.1 | 9.09 | 32 | 8.07 | 276 |
ss-common text-light|Blue|Creature — Zombie Horror
|
3.5 | 2.4 | 8.38 | 39 | 7.98 | 226 |
ss-uncommon|Blue|Instant
|
0.0 | 0.7 | 13.14 | 7 | 8.53 | 127 |
ss-mythic|Blue|Legendary Planeswalker — Jace
|
4.0 | 5 | 1.00 | 1 | 1.00 | 2 |
ss-common text-light|Blue|Instant
|
2.0 | 1.9 | 9.65 | 20 | 8.18 | 289 |
ss-common text-light|Blue|Creature — Zombie Horror
|
1.5 | 0.9 | 12.38 | 26 | 10.87 | 369 |
ss-uncommon|Blue|Creature — Human Wizard
|
2.0 | 2.8 | 7.10 | 10 | 6.65 | 89 |
ss-rare|Blue|Creature — Spirit
|
3.0 | 3.8 | 4.33 | 3 | 3.40 | 11 |
ss-mythic|Blue|Enchantment
|
0.0 | 4.4 | 2.67 | 3 | 4.50 | 9 |
ss-uncommon|Blue|Creature — Spirit
|
3.5 | 3.6 | 4.79 | 19 | 4.40 | 56 |
ss-uncommon|Blue|Enchantment
|
4.0 | 3.5 | 5.25 | 12 | 5.63 | 66 |
ss-uncommon|Blue|Sorcery
|
2.5 | 2.6 | 7.62 | 13 | 7.04 | 91 |
ss-uncommon|Blue|Sorcery
|
3.0 | 2.6 | 7.60 | 10 | 6.16 | 67 |
ss-rare|Blue|Creature — Spirit
|
4.0 | 3.9 | 4.00 | 3 | 3.44 | 9 |
ss-uncommon|Blue|Sorcery
|
0.0 // 3.5 | 3.3 | 5.86 | 14 | 5.45 | 66 |
ss-common text-light|Blue|Enchantment — Aura
|
1.5 | 1.8 | 9.97 | 31 | 9.32 | 299 |
ss-mythic|Blue|Sorcery
|
3.0 | 5 | 1.00 | 2 | 3.20 | 16 |
ss-common text-light|Blue|Creature — Spirit
|
2.0 | 1.3 | 11.28 | 25 | 9.61 | 319 |
ss-rare|Blue|Instant
|
1.5 | 3 | 6.67 | 3 | 4.85 | 23 |
ss-common text-light|Blue|Sorcery
|
1.0 // 3.5 | 3 | 6.52 | 31 | 6.83 | 219 |
ss-common text-light|Blue|Creature — Spirit
|
2.0 | 2.2 | 8.95 | 19 | 8.12 | 226 |
ss-rare|Blue|Creature — Horror
|
4.0 | 4.7 | 1.80 | 5 | 2.36 | 15 |
ss-rare|Blue|Creature — Human Horror
|
3.5 | 4.2 | 3.29 | 7 | 3.00 | 11 |
ss-uncommon|Black|Creature — Human Shaman
|
3.5 | 3.9 | 4.10 | 10 | 3.97 | 48 |
ss-common text-light|Black|Sorcery
|
1.0 | 1 | 12.13 | 15 | 9.28 | 275 |
ss-uncommon|Black|Sorcery
|
2.5 | 3.1 | 6.33 | 3 | 6.41 | 77 |
ss-common text-light|Black|Instant
|
2.0 | 1.6 | 10.41 | 17 | 9.10 | 280 |
ss-uncommon|Black|Enchantment
|
0.0 // 3.0 | 2.8 | 7.30 | 10 | 5.47 | 55 |
ss-common text-light|Black|Sorcery
|
2.5 | 1.6 | 10.62 | 21 | 8.68 | 273 |
ss-rare|Black|Sorcery
|
3.5 | 4.7 | 1.75 | 4 | 2.00 | 13 |
ss-common text-light|Black|Creature — Zombie Bird
|
3.0 | 1.6 | 10.47 | 30 | 9.28 | 280 |
ss-rare|Black|Sorcery
|
5.0 | 4.6 | 2.25 | 4 | 2.20 | 5 |
ss-common text-light|Black|Enchantment — Aura
|
3.5 | 3.5 | 5.23 | 31 | 5.68 | 175 |
ss-uncommon|Black|Creature — Human
|
4.0 | 3.6 | 4.86 | 7 | 4.20 | 52 |
ss-rare|Black|Creature — Zombie Giant
|
4.0 | 4.3 | 3.00 | 5 | 2.33 | 9 |
ss-uncommon|Black|Creature — Vampire
|
2.5 | 2.1 | 9.00 | 8 | 6.89 | 87 |
ss-rare|Black|Sorcery
|
3.0 | 5 | 1.00 | 3 | 1.25 | 4 |
ss-common text-light|Black|Creature — Zombie
|
2.0 | 1.2 | 11.53 | 17 | 9.38 | 280 |
ss-common text-light|Black|Creature — Human Rogue
|
3.0 | 1.8 | 9.83 | 35 | 8.11 | 243 |
ss-common text-light|Black|Sorcery
|
3.5 | 2.9 | 7.00 | 32 | 6.57 | 194 |
ss-uncommon|Black|Enchantment
|
2.0 | 1.5 | 10.71 | 14 | 7.60 | 97 |
ss-common text-light|Black|Creature — Rat
|
1.0 | 1.4 | 11.06 | 17 | 9.19 | 251 |
ss-common text-light|Black|Instant
|
2.0 | 1.4 | 11.14 | 14 | 9.57 | 295 |
ss-uncommon|Black|Creature — Zombie
|
3.5 | 3.9 | 4.20 | 10 | 3.39 | 41 |
ss-uncommon|Black|Creature — Vampire Noble
|
3.5 | 3.3 | 5.83 | 12 | 5.91 | 81 |
ss-mythic|Black|Legendary Planeswalker — Liliana
|
4.0 | 5 | 1.00 | 2 | 1.00 | 4 |
ss-common text-light|Black|Creature — Zombie
|
1.5 | 1.1 | 12.05 | 19 | 9.20 | 286 |
ss-common text-light|Black|Sorcery
|
2.5 | 2 | 9.50 | 16 | 8.73 | 271 |
ss-common text-light|Black|Instant
|
1.5 | 0.8 | 12.68 | 22 | 9.86 | 340 |
ss-uncommon|Black|Creature — Human Rogue
|
2.5 | 3.3 | 5.87 | 15 | 4.86 | 49 |
ss-mythic|Black|Creature — Demon
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-common text-light|Black|Creature — Slug Horror
|
2.5 | 0.5 | 13.55 | 29 | 11.44 | 396 |
ss-rare|Black|Creature — Zombie
|
4.0 | 4.8 | 1.50 | 2 | 3.25 | 9 |
ss-uncommon|Black|Creature — Vampire Soldier
|
3.5 | 3.4 | 5.44 | 9 | 5.34 | 54 |
ss-common text-light|Black|Creature — Vampire Berserker
|
3.0 | 2.8 | 7.07 | 30 | 6.33 | 180 |
ss-uncommon|Black|Sorcery
|
0.5 | 1.5 | 10.90 | 10 | 8.35 | 119 |
ss-mythic|Black|Creature — Zombie
|
4.0 | 4.6 | 2.00 | 1 | 2.00 | 3 |
ss-uncommon|Black|Sorcery
|
2.0 | 2.4 | 8.22 | 9 | 7.21 | 90 |
ss-uncommon|Black|Sorcery
|
2.5 | 1.8 | 10.00 | 7 | 6.48 | 96 |
ss-common text-light|Black|Creature — Skeleton
|
1.0 // 2.5 | 1 | 12.25 | 16 | 8.89 | 297 |
ss-rare|Black|Creature — Vampire Horror
|
3.5 | 5 | 1.00 | 1 | 1.83 | 6 |
ss-common text-light|Black|Creature — Zombie Dog
|
2.5 | 1.4 | 11.09 | 23 | 9.91 | 348 |
ss-rare|Black|Creature — Plant
|
1.5 | 1.9 | 9.67 | 3 | 6.05 | 24 |
ss-rare|Black|Enchantment
|
2.0 | 3.2 | 5.94 | 16 | 5.08 | 84 |
ss-rare|Black|Creature — Vampire Horror
|
4.0 | 4.8 | 1.50 | 2 | 1.92 | 13 |
ss-common text-light|Black|Creature — Vampire Horror
|
1.5 | 1.9 | 9.76 | 25 | 8.52 | 329 |
ss-common text-light|Red|Sorcery
|
3.0 | 3.4 | 5.36 | 36 | 5.10 | 162 |
ss-rare|Red|Creature — Wolf
|
3.0 | 4.5 | 2.33 | 6 | 2.33 | 9 |
ss-rare|Red|Sorcery
|
4.0 | 3.7 | 4.75 | 4 | 3.14 | 8 |
ss-rare|Red|Creature — Devil Horror
|
3.5 | 4.3 | 3.00 | 7 | 3.22 | 10 |
ss-uncommon|Red|Enchantment
|
0.0 | 2.1 | 9.00 | 9 | 6.33 | 87 |
ss-common text-light|Red|Creature — Vampire Berserker
|
2.5 | 2.2 | 8.71 | 28 | 7.41 | 224 |
ss-common text-light|Red|Instant
|
0.0 | 1.1 | 11.85 | 27 | 9.17 | 294 |
ss-rare|Red|Sorcery
|
4.0 | 4.3 | 3.00 | 2 | 2.60 | 5 |
ss-rare|Red|Sorcery
|
4.0 | 4.5 | 2.33 | 3 | 2.00 | 6 |
ss-common text-light|Red|Creature — Werewolf Horror
|
3.0 | 2.6 | 7.63 | 19 | 5.61 | 136 |
ss-common text-light|Red|Creature — Wolf
|
2.5 | 2.7 | 7.51 | 35 | 7.28 | 225 |
ss-rare|Red|Sorcery
|
3.5 | 3.9 | 4.00 | 6 | 3.30 | 11 |
ss-common text-light|Red|Creature — Wolf
|
2.5 | 1.7 | 10.12 | 26 | 8.44 | 267 |
ss-rare|Red|Creature — Vampire Berserker
|
2.5 | 4.3 | 3.00 | 2 | 3.14 | 17 |
ss-uncommon|Red|Instant
|
4.0 | 4.1 | 3.50 | 20 | 3.58 | 40 |
ss-rare|Red|Creature — Angel
|
3.0 | 4.8 | 1.50 | 2 | 2.85 | 14 |
ss-uncommon|Red|Creature — Vampire Berserker
|
2.5 | 3.6 | 4.83 | 12 | 4.77 | 60 |
ss-common text-light|Red|Instant
|
2.5 // 4.0 | 3.6 | 4.83 | 48 | 4.75 | 138 |
ss-common text-light|Red|Creature — Human Werewolf
|
2.5 | 2 | 9.39 | 23 | 7.49 | 218 |
ss-uncommon|Red|Creature — Human Rogue Werewolf
|
4.0 | 3.8 | 4.50 | 14 | 4.18 | 46 |
ss-mythic|Red|Creature — Angel
|
2.0 | 4.2 | 3.33 | 3 | 4.00 | 4 |
ss-rare|Red|Creature — Human Soldier
|
3.5 | 4.7 | 1.83 | 6 | 2.00 | 8 |
ss-common text-light|Red|Creature — Wolf
|
2.0 | 1.6 | 10.59 | 29 | 9.14 | 299 |
ss-common text-light|Red|Sorcery
|
4.0 | 4.1 | 3.40 | 45 | 3.61 | 108 |
ss-common text-light|Red|Creature — Vampire Berserker
|
2.5 | 1.9 | 9.58 | 26 | 8.35 | 229 |
ss-common text-light|Red|Creature — Vampire
|
2.5 | 2.2 | 8.96 | 26 | 7.49 | 228 |
ss-uncommon|Red|Instant
|
3.5 | 3.9 | 4.00 | 16 | 3.17 | 45 |
ss-uncommon|Red|Creature — Human Shaman
|
2.0 | 3.1 | 6.45 | 11 | 5.53 | 69 |
ss-common text-light|Red|Sorcery
|
0.0 // 2.0 | 0.8 | 12.85 | 34 | 11.08 | 356 |
ss-common text-light|Red|Sorcery
|
2.0 | 1.6 | 10.52 | 31 | 9.51 | 322 |
ss-mythic|Red|Creature — Dragon
|
5.0 | 5 | 1.00 | 3 | 1.00 | 4 |
ss-mythic|Red|Sorcery
|
2.0 | 3.9 | 4.00 | 3 | 3.43 | 8 |
ss-common text-light|Red|Creature — Elemental Dog
|
1.0 // 3.5 | 2.3 | 8.53 | 32 | 8.36 | 299 |
ss-common text-light|Red|Creature — Vampire Berserker
|
2.5 | 2.6 | 7.64 | 28 | 6.88 | 211 |
ss-common text-light|Red|Instant
|
2.0 | 1.4 | 11.00 | 30 | 9.85 | 295 |
ss-uncommon|Red|Creature — Wolf Horror
|
4.0 | 3.5 | 5.19 | 16 | 5.37 | 59 |
ss-uncommon|Red|Sorcery
|
2.0 | 2.5 | 8.00 | 10 | 6.85 | 103 |
ss-rare|Red|Creature — Devil
|
3.5 | 5 | 1.00 | 1 | 2.20 | 5 |
ss-uncommon|Red|Enchantment
|
2.0 | 3.2 | 6.11 | 9 | 5.42 | 82 |
ss-uncommon|Red|Creature — Vampire Horror
|
4.0 | 3.3 | 5.73 | 11 | 3.60 | 39 |
ss-uncommon|Red|Creature — Human Shaman
|
3.5 | 3.8 | 4.50 | 14 | 4.27 | 53 |
ss-common text-light|Red|Sorcery
|
2.5 | 2.3 | 8.62 | 29 | 7.87 | 262 |
ss-uncommon|Red|Creature — Wolf
|
3.0 | 2.9 | 6.80 | 15 | 6.31 | 85 |
ss-uncommon|Red|Instant
|
2.5 | 3.4 | 5.38 | 16 | 5.41 | 71 |
ss-uncommon|Red|Creature — Human Werewolf
|
2.5 | 3 | 6.56 | 9 | 4.98 | 70 |
ss-common text-light|Green|Instant
|
1.5 | 1.3 | 11.41 | 22 | 10.09 | 342 |
ss-common text-light|Green|Creature — Plant Elemental
|
2.5 | 1.6 | 10.48 | 33 | 8.70 | 301 |
ss-common text-light|Green|Creature — Human Warrior
|
3.0 | 2.3 | 8.55 | 31 | 7.36 | 244 |
ss-common text-light|Green|Creature — Human Scout
|
3.5 | 3.2 | 5.93 | 40 | 5.99 | 189 |
ss-uncommon|Green|Instant
|
4.0 | 4 | 3.75 | 20 | 3.29 | 45 |
ss-common text-light|Green|Instant
|
1.5 | 2 | 9.38 | 39 | 8.69 | 308 |
ss-uncommon|Green|Enchantment
|
0.0 // 4.0 | 2.4 | 8.27 | 11 | 7.69 | 78 |
ss-rare|Green|Enchantment
|
1.0 | 2.5 | 8.00 | 1 | 4.60 | 18 |
ss-uncommon|Green|Creature — Human Druid
|
4.0 | 4 | 3.89 | 18 | 3.64 | 44 |
ss-uncommon|Green|Creature — Human Warrior Werewolf
|
4.5 | 4.1 | 3.44 | 16 | 3.04 | 27 |
ss-rare|Green|Sorcery
|
1.0 | 3.5 | 5.20 | 15 | 4.20 | 69 |
ss-common text-light|Green|Creature — Dryad Horror
|
3.0 | 2.2 | 8.86 | 36 | 7.22 | 233 |
ss-uncommon|Green|Creature — Mole Beast
|
3.0 | 2.7 | 7.38 | 24 | 6.24 | 92 |
ss-common text-light|Green|Instant
|
2.5 | 2.1 | 9.24 | 34 | 9.25 | 303 |
ss-uncommon|Green|Creature — Human Druid
|
1.0 | 0.9 | 12.44 | 9 | 8.69 | 109 |
ss-uncommon|Green|Creature — Human Warrior
|
3.5 | 3.6 | 4.81 | 16 | 4.35 | 64 |
ss-common text-light|Green|Creature — Human Werewolf
|
3.0 | 3.1 | 6.41 | 34 | 5.54 | 149 |
ss-uncommon|Green|Enchantment
|
3.5 | 3.1 | 6.33 | 18 | 6.12 | 93 |
ss-common text-light|Green|Creature — Human Scout
|
3.0 | 1.5 | 10.89 | 35 | 9.46 | 307 |
ss-mythic|Green|Legendary Creature — Spider
|
5.0 | 4.8 | 1.50 | 2 | 1.75 | 4 |
ss-common text-light|Green|Instant
|
2.5 | 2.1 | 9.17 | 24 | 8.36 | 252 |
ss-uncommon|Green|Creature — Snake
|
3.5 | 3.4 | 5.47 | 15 | 4.36 | 52 |
ss-common text-light|Green|Creature — Human Rogue
|
3.5 | 3.3 | 5.68 | 38 | 5.64 | 172 |
ss-uncommon|Green|Creature — Wolf Spirit
|
4.0 | 4 | 3.85 | 13 | 3.38 | 46 |
ss-rare|Green|Creature — Spirit
|
1.0 | 3.1 | 6.40 | 10 | 5.16 | 75 |
ss-common text-light|Green|Sorcery
|
3.5 | 3.1 | 6.19 | 43 | 5.35 | 163 |
ss-rare|Green|Creature — Human Shaman Werewolf
|
3.0 | 4.9 | 1.25 | 4 | 1.73 | 18 |
ss-mythic|Green|Sorcery
|
3.5 | 5 | 1.00 | 1 | 1.25 | 4 |
ss-rare|Green|Instant
|
0.0 | 2.9 | 6.75 | 4 | 5.50 | 30 |
ss-uncommon|Green|Creature — Werewolf Horror
|
3.5 | 2.7 | 7.33 | 3 | 3.38 | 41 |
ss-rare|Green|Creature — Wolf Spirit
|
3.5 | 4.2 | 3.33 | 6 | 2.73 | 12 |
ss-rare|Green|Sorcery
|
0.0 | 1 | 12.25 | 4 | 7.10 | 30 |
ss-common text-light|Green|Creature — Spider
|
1.5 | 1.1 | 12.00 | 22 | 9.98 | 329 |
ss-common text-light|Green|Creature — Wolf
|
2.0 | 1.4 | 11.08 | 25 | 10.23 | 285 |
ss-rare|Green|Creature — Human Scout
|
5.0 | 4.9 | 1.20 | 5 | 1.17 | 6 |
ss-rare|Green|Sorcery
|
3.0 | 4 | 3.75 | 4 | 2.44 | 9 |
ss-common text-light|Green|Creature — Werewolf Horror
|
3.0 | 3.3 | 5.87 | 23 | 4.68 | 122 |
ss-rare|Green|Creature — Hydra
|
4.0 | 4.7 | 1.75 | 8 | 2.12 | 9 |
ss-uncommon|Green|Enchantment
|
4.0 | 3.8 | 4.30 | 20 | 4.36 | 69 |
ss-uncommon|Green|Enchantment
|
0.0 // 3.0 | 2.8 | 7.20 | 15 | 6.10 | 100 |
ss-uncommon|Green|Creature — Human Soldier
|
3.5 | 3.4 | 5.38 | 21 | 5.40 | 86 |
ss-common text-light|Green|Enchantment — Aura
|
2.0 | 2 | 9.28 | 29 | 8.23 | 254 |
ss-common text-light|Green|Enchantment — Aura
|
3.0 | 1.8 | 9.86 | 29 | 10.15 | 316 |
ss-rare|Blue|Green|Creature — Shapeshifter
|
4.0 | 4.1 | 3.50 | 4 | 3.00 | 9 |
ss-uncommon|White|Black|Instant
|
3.5 | 2.3 | 8.50 | 8 | 5.96 | 71 |
ss-mythic|Red|Green|Legendary Planeswalker — Arlinn
|
5.0 | 5 | 1.00 | 5 | 1.40 | 6 |
ss-rare|Black|Red|Creature — Vampire Cleric
|
4.0 | 4.2 | 3.33 | 6 | 3.38 | 8 |
ss-rare|Blue|Red|Enchantment
|
1.5 | 2.1 | 9.00 | 6 | 5.72 | 25 |
ss-mythic|Blue|Black|Legendary Creature — Human Wizard
|
4.5 | 4.4 | 2.67 | 3 | 2.57 | 7 |
ss-rare|Black|Green|Creature — Human Warrior
|
4.0 | 4.2 | 3.20 | 5 | 3.08 | 14 |
ss-rare|White|Green|Creature — Human Knight
|
4.5 | 4.7 | 1.75 | 4 | 2.29 | 7 |
ss-uncommon|Blue|Red|Creature — Spirit
|
3.5 | 2.3 | 8.50 | 14 | 6.61 | 94 |
ss-uncommon|Black|Green|Creature — Plant Skeleton
|
3.0 | 2.1 | 9.17 | 12 | 7.95 | 123 |
ss-mythic|White|Red|Legendary Planeswalker — Nahiri
|
4.0 | 4.8 | 1.67 | 3 | 1.60 | 5 |
ss-mythic|Black|Red|Legendary Creature — Vampire Knight
|
4.5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
ss-rare|Blue|Black|Creature — Zombie
|
3.0 | 3.1 | 6.33 | 3 | 4.16 | 21 |
ss-uncommon|White|Red|Instant
|
3.0 | 2.5 | 8.00 | 14 | 7.16 | 92 |
ss-mythic|White|Green|Legendary Creature — Angel
|
5.0 | 4.9 | 1.33 | 3 | 1.33 | 3 |
ss-mythic|White|Black|Legendary Planeswalker — Sorin
|
5.0 | 4.8 | 1.50 | 4 | 1.40 | 5 |
ss-rare|White|Blue|Creature — Spirit
|
4.0 | 4.4 | 2.80 | 5 | 2.60 | 6 |
ss-mythic|White|Blue|Green|Legendary Planeswalker — Tamiyo
|
4.0 | 5 | 1.00 | 2 | 1.25 | 4 |
ss-rare|Red|Green|Legendary Creature — Human Werewolf
|
4.5 | 4.8 | 1.55 | 11 | 1.87 | 18 |
ss-uncommon||Artifact
|
0.0 | 1.4 | 11.20 | 5 | 8.82 | 115 |
ss-uncommon||Artifact
|
2.5 | 2.9 | 7.00 | 10 | 5.82 | 64 |
ss-common text-light||Artifact Creature — Golem
|
0.0 // 2.5 | 1.1 | 12.00 | 29 | 10.09 | 352 |
ss-common text-light||Artifact
|
1.5 | 1.3 | 11.38 | 34 | 9.70 | 331 |
ss-common text-light||Artifact Creature — Scarecrow
|
1.5 | 0.8 | 12.71 | 24 | 10.80 | 350 |
ss-uncommon||Artifact Creature — Scarecrow
|
4.0 | 2.6 | 7.83 | 12 | 5.95 | 90 |
ss-uncommon||Artifact Creature — Wolf Construct
|
0.0 | 1.5 | 10.67 | 6 | 8.31 | 119 |
ss-common text-light||Artifact
|
1.0 | 1 | 12.33 | 18 | 10.00 | 326 |
ss-uncommon||Artifact — Equipment
|
1.0 | 0.8 | 12.80 | 5 | 8.28 | 126 |
ss-uncommon||Artifact — Equipment
|
3.5 | 2.7 | 7.50 | 6 | 5.61 | 74 |
ss-rare||Artifact — Equipment
|
4.5 | 4.6 | 2.00 | 2 | 2.00 | 5 |
ss-uncommon||Artifact
|
1.0 | 1 | 12.33 | 12 | 8.66 | 115 |
ss-rare||Artifact — Equipment
|
0.0 | 2 | 9.50 | 2 | 5.17 | 23 |
ss-rare||Legendary Artifact
|
3.5 | 4.4 | 2.67 | 6 | 2.83 | 19 |
ss-common text-light||Artifact
|
1.5 | 1.9 | 9.58 | 33 | 8.42 | 287 |
ss-common text-light||Artifact — Equipment
|
3.0 | 2 | 9.47 | 32 | 9.39 | 264 |
ss-common text-light||Artifact Creature — Scarecrow
|
3.0 | 2.1 | 9.09 | 23 | 8.50 | 265 |
ss-uncommon||Land
|
2.5 | 2.2 | 8.86 | 7 | 6.48 | 90 |
ss-uncommon||Land
|
2.5 | 2.7 | 7.41 | 17 | 6.25 | 92 |
ss-uncommon||Land
|
2.5 | 2.3 | 8.58 | 12 | 6.83 | 111 |
ss-uncommon||Land
|
2.5 | 2.4 | 8.30 | 10 | 6.37 | 91 |
ss-uncommon||Land
|
2.5 | 1.7 | 10.22 | 9 | 7.32 | 95 |
ss-uncommon||Land
|
2.5 | 2.3 | 8.64 | 22 | 6.44 | 89 |
ss-rare||Legendary Land
|
2.5 | 3.2 | 6.11 | 18 | 4.61 | 85 |
ss-rare||Land
|
1.5 | 3.5 | 5.18 | 11 | 4.90 | 37 |
ss-uncommon||Land
|
2.5 | 2.1 | 9.08 | 12 | 7.16 | 94 |
ss-uncommon||Land
|
2.5 | 2.2 | 8.80 | 5 | 6.02 | 74 |
ss-uncommon||Land
|
2.5 | 1.5 | 10.75 | 12 | 7.52 | 112 |
ss-rare||Land
|
4.5 | 4.3 | 3.00 | 4 | 2.36 | 11 |
ss-uncommon||Land
|
2.5 | 1.9 | 9.58 | 19 | 7.84 | 113 |
ss-mythic||Legendary Creature — Eldrazi
|
4.5 | 4.7 | 1.75 | 4 | 1.75 | 4 |
ss-rare||Creature — Eldrazi Horror
|
3.5 | 4.1 | 3.40 | 5 | 3.46 | 13 |
ss-uncommon||Creature — Eldrazi Beast
|
2.5 | 1.9 | 9.72 | 18 | 7.70 | 124 |
ss-common text-light||Creature — Eldrazi Hippogriff
|
4.0 | 2.2 | 8.82 | 39 | 7.98 | 259 |
ss-rare|White|Enchantment
|
4.0 | 4.6 | 2.20 | 5 | 2.20 | 11 |
ss-common text-light|White|Sorcery
|
2.5 | 3.1 | 6.45 | 29 | 6.70 | 214 |
ss-common text-light|White|Creature — Spirit
|
3.0 | 2.2 | 8.76 | 33 | 8.21 | 237 |
ss-mythic|White|Legendary Creature — Angel
|
5.0 | 4.8 | 1.50 | 4 | 1.50 | 4 |
ss-uncommon|White|Instant
|
3.5 | 3.1 | 6.31 | 13 | 5.05 | 61 |
ss-common text-light|White|Instant
|
1.5 | 1.1 | 11.92 | 24 | 10.14 | 341 |
ss-common text-light|White|Enchantment — Aura
|
4.0 | 3.9 | 4.15 | 41 | 4.65 | 144 |
ss-rare|White|Legendary Creature — Angel Horror
|
4.0 | 4.6 | 2.20 | 5 | 2.11 | 9 |
ss-rare|White|Creature — Spirit Cleric
|
4.0 | 4.9 | 1.40 | 10 | 1.31 | 13 |
ss-rare|White|Sorcery
|
4.5 | 4.7 | 1.86 | 7 | 2.30 | 11 |
ss-uncommon|White|Creature — Human Scout
|
3.5 | 2.8 | 7.08 | 12 | 4.43 | 58 |
ss-common text-light|White|Creature — Human Soldier
|
3.5 | 3 | 6.66 | 32 | 6.59 | 223 |
ss-common text-light|White|Creature — Hippogriff
|
2.0 | 1.7 | 10.30 | 23 | 9.28 | 288 |
ss-rare|White|Sorcery
|
3.5 | 4.9 | 1.25 | 8 | 1.82 | 13 |
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: