Reducing the cost on this to 6 or 7 is very doable in the format, and while it takes a turn to get going, it only needs one attack to give you a massive advantage.
The floor in a two-color deck is terrible, and while the ceiling is a little bit exciting, the amount of work you have to do to get there makes it a lot less impressive.
If your deck can consistently get 4+ colors of mana this is a solid creature since it'll remove something meaningful.
Even if your deck can only consistently get to 3 on Converge this is decent, and obviously if you can do 4 or 5 colors it's amazing.
If you're only getting to two colors this isn't going to be that good. You do get a big body and you draw two and discard two, but you want to be netting a card with that trigger.
This kind of removal spell shows up in every set, and it's always pretty good, albeit not always premium.
The rate here is absurd. You get a 4-for-1 and don't feel bad casting it from your hand or for it's flashback cost, and you're likely to have other spirits too -- especially in Lorehold.
5-mana 3/4 that puts a +1/+1 counter somewhere has been a quality Common many times, and this brings some extra graveyard hate/Lorehold synergy to the mix.
This does let you trigger Repartee twice, but there are lots of situations where a sorcery-speed blink effect does very little, even with the counter in the mix.
This triggers repartee incredibly cheaply while also giving you graveyard synergy for Lorehold, and it has a decent rate to begin with.
This doesn't have any special synergy, but that can be kind of a good thing. It's good just on rate and all the White decks will want it.
It's not quite Thraben Inspector. On the whole, a prepare spell is worse than getting a Clue -- mostly because the clue and creature exist independently with the Inspector. However, it will play similar to that all-time great Common sometimes, and that's still pretty good.
Even if you could never cast Swords to Plowshares the rate here would make this a 4.5. With Swords obviously it's an even more incredible bomb.
This has bad starting stats and an enters trigger that isn't relevant often enough. It does grow from it's own trigger, and Flashback will grow it too.
This is great removal when you have an awesome target, but it's pretty uncastable early. You 2-for-1 yourself and ramp your opponent when you do, which is not worth it for the caliber of creatures in Limited.
The ceiling here is impressive, and it'll run away with some games. But it does nothing on it's own and it's a horrible top deck.
This is going to feel pretty close to two mana for two 2/2s in many games.
This is removal that's virtually always a net negative for the caster. Giving your opponent such a relevant body when you kill their random Limited Common or Uncommon is going to lose a whole lot of games.
4-mana 3/3 isn't great, but this Prepare spell is priced to move and triggers Repartee.
This has a good baseline and getting one token out of it is enough to make you feel great about your investment, and it doesn't look particularly hard to get there.
Ward is doing a lot of work here because it makes it very hard for your opponent to kill it efficiently, and this Repartee trigger can make a big difference.
I'm a bit skeptical of pure tricks in a format where you can play lots of creatures that have spells stapled to them that can trigger Repartee.
A two mana 2/2 with First Strike is a nice starting point, and while you don't always want to cast Secret Rendezvous, there are spots where it's good.
This would be pretty okay even without the "leave graveyard" trigger, and with it it's a quality playable you won't cut all that often, especially in Lorehold.
This is especially great when you draw it and have 5 mana available, because then you can just cast it twice and break the game wide open.
This will typically add to the board up front and then draw you a card, and it has long-term value engine potential.
White is great at buffing creatures, and even one buff on a double striker is very scary. This Prepare spell can do some serious work too.
It's nice that this triggers repartee and replaces itself, but it does seem like there are better Repartee options out there.
This has a nice baseline and it'll often be a 4/4.
The initial casting cost is definitely a challenge, but it does mean it'll add something to the board up front, and it'll snowball from there.
This set doesn't have a huge number of artifacts and enchantments, but a two mana 2/2 lifelinker is a nice baseline in a set where you can fairly easily buff creatures.
It is actually possible to cast this on turn three in a Lorehold deck (cast Pursue the Past on turn two), but I think most of the time you'll cast this later but it'll enable a double spell turn.
This prepare spell is going to make combat way better for you, and both White decks are pretty into tokens.
This can kill things and trade up pretty often, but sometimes there's something you really need to kill and it can't do the job.
The starting stats aren't good, but this repartee trigger is incredible, especially because it puts a counter on itself too.
This is a solid aggressive two drop that gives you some decent graveyard value.
The stats aren't good, but this can return to your hand a lot more cheaply than we've seen in the past, while triggering Lorehold payoffs.
This is just card disadvantage, so you need to get significant tempo for it to be worth it and/or have lots of Opus triggers.
4 mana to counter a spell is terrible. One generic and a blue to counter an instant or sorcery is a better deal, but it's still a more narrow Negate. Even in a set with this many instants and sorceries this isn't that impressive.
This fills the 4 and 5 spot on your curve admirably while also triggering opus.
This is going to blank a lot of removal spells on the cheap.
The three mana 2/2 that stuns something has underwhelmed of late, but I think the addition of opus makes this better than it's predecessors.
Blue decks in this format are going to play lots of instants and sorceries, and they are going to produce lots of mana, so this is going to be a nice late-game play.
You might not get a token worth 6 mana up front, but getting one every turn for the rest of the game will overwhelm your opponent.
If this was a 6-mana 5/5 that drew you 3 cards when it entered, it would be insane -- and it's way better in every way.
It's nice that this spell reloads, not only giving you better attacks, but also triggering Opus every turn.
This format ahs fewer creatures than most, but this still has plenty of targets and can counter them efficiently.
The stats are bad, but this looks like a legitimate way to mill your opponent out in this format since it can do it so quickly.
The floor is Sorcerys-speed anticipate, which would be playable in this format -- and this will often just be a two mana draw two.
The floor here is miserable, and it's not that hard to just draw a bunch of cards and fire this off.
This is either a bad combat trick or a bad highly situational removal spell.
Casting prepared Brainstorm is better than actual Brainstorm, since you don't use up a card when you do it, and this can do it repeatedly. You can't always set it up, though.
This does just enough for 6 mana, and in a format with Increment and Opus, it's probably also going to do some stuff that's not in the text box.
This ramps for a huge chunk of the format, and fixes too while having a passable defensive body.
Even without the prepared spell I'd play this 100% of the time, with it you have access to a way to add bodies to the board. There are enough other Fractals around for this to buff them too.
This has 3-for-1 potential, even if it is a bit clunky.
Blue has enough Wizards to make this into pseudo-Mana Drain often enough to make it worth playing Cancel.
Not adding to the board is brutal, and it's not even efficient card draw until you get to 8 mana.
Man-O'-War is always good, and this'll get unblocked on occasion.
The stats are bad, but this Opus trigger is legit. Just looting is good, but once you hit big opus it becomes absurd.
This is inefficient, but with Increment and Opus being around, it'll play better than it looks.
This isn't great at 5 mana, but in the late game it's likely to be insanely efficient.
This has a horrendous starting point, but it's so easy to draw cards with and grow.
This can really stun something, but pure stun effects don't tend to be great since they are only pseudo-removal. This can help you line up with Opus and Increment, though.
Instant-speed Divination is going to play better in this instant and sorcery-heavy format much better than it would in most formats.
This type of card is always one of Blue's best commons.
This can flash in and kill lots of smalls tuff, and it's "All Aboard" can blank removal in a big way.
4-mana 3/3 flyers aren't what they once were, but I like having access to Careful Study.
This is really inefficient to start and moving it's counters is clunky as heck.
This is almost irrelevant when it comes down, and I don't think it'll grow quickly enough.
This is clunky and never adds to the board, but there are going to be Blue big-mana decks in this format that can win long games with this.
A 4-mana 3/2 that puts a counter somewhere and gains a life is pretty solid in this set, and you can pay for this in installments.
This is going to be a 5-mana Mind Rot in two-color decks, and that's horrendous. It's not like the payoff is worth it, either.
While there are tokens around and other bodies that can trigger this, I don't think they're a big enough focus in the set for this to really go off.
Trading with anything is always great with a one drop, and this one can actually rumble in the late game.
The stat-line is rough, but if you can get Raise Dead off before this dies, it'll make up for that.
This Black Combat Tutorial is really sweet, as it'll trigger Repartee and add to the board while digging you deeper in your deck.
Not adding to the board upfront -- and indeed, lowering your life -- upfront isn't great, but this does give you insurmountable card advantage if you can survive long enough.
This does so much for one mana, synergizes with both Black decks, and can generate a 2-for-1 for only a single mana.
If this was always 6-mana for a 5/4 that Demonic Tutors when it enters it'd be great, but it's even better since you can pay in installments and even potentially Tutor more than once.
This is great removal that will almost always kill what you want it to, and almost always trade up. Exile isn't irrelevant either.
This is basically a new take on Lingering Souls. It gives you three relevant bodies and is only a single card, and it can make them really efficiently from the graveyard.
This would be solid without Infusion, and with it it's really good. Killing something and making the opponent lose 3 is pretty backbreaking.
This Repartee trigger is pretty nice, and so is Ward -- but this thing's not very good in combat for it's mana value.
I'm already happy with a 3-mana 3/3 that surveils during my upkeep every turn, and this'll give you access to Reanimate pretty consistently in the mid-to-late-game.
This is excellent removal that can regularly trade up.
This is the one drop you're going to want in your Silverquill decks and it can run away with some games after coming down on turn one. It's less impressive late, though.
Even if you just gain life with this in play once or twice it's ability can really pressure the opponent's life total.
This is a solid trick, but in a format with lots of ways to trigger Repartee stapled to creatures, I'm not that interested in it.
This bridges the gap between WItherbloom and Silverquill pretty nicely with a solid little Repartee trigger.
Even if this could never reanimate something it would be an excellent rate, and you're going to be able to get stuff back with this, especially in Witherbloom decks. Getting even one creature back is going to make you feel incredible.
This is really bad in a deck that can't trigger Infusion on the regular, but an excellent 2-for-1 in decks that can.
This is a nice repeatable way to Infuse, and it can constantly pressure the opponent thanks to it's recursion. Not being able to block does limit it's effectiveness, though.
Producing six black is tough in Limited, and symmetrical cards like this don't tend to perform well.
The first copy of this is always nice in your black decks, where it becomes a really great 2-for-1 late.
This just feels too all in on you have a nice board state already for it to be worthwhile.
His -2 can sort of protect him, but only in a situation where your graveyard is set up correctly, and he otherwise can't impact the board. Still, if he sticks around he can definitely give you card advantage and card selection with his other two abilities.
This has an intimidating body and it's ability to reload a nice Prepare spell every turn is excellent. It'll give you an attack on virtually every turn and trigger Repartee.
Prismari can easily buff this creature and it has solid stats to begin with -- but buffing it means that it can singlehandedly get Sign in Blood online, and you'll have plenty of other ways to do that too.
The two-mana 1/1 that makes the opponent discard is always a nice Common, though sometimes your opponent will be in Lorehold and might be happy to discard.
We've seen this stat-line with this enters trigger before, and it performed admirably. It helps with races and can pressure your opponent in the air. But it's pretty expensive and the stat-line isn't great.
Even without Infusion this would be an intriguing card thanks to Ward, since it means your opponent has to 2-for-1 themselves to kill it, making it hurts less to sacrifice your permanents. This is just huge and in the early game will often represent a must-kill threat.
This has an underwhelming baseline and the ceiling isn't worth infusing for.
It's a little costly, but it does the job.
Sometimes you want the -2/-2 mode on this, but if you're in Witherbloom you're going to be able to turn this into a 3 mana Wrath reasonably often, and it's so cheap you can even rebuild your board in the aftermath. Still, there are lots of games that are awkward with this.
If you're in a Prismari deck and you have 3+ copies of this, you can have some great turns with Opus triggers. It's not really very good outside of that, though.
You need to be doing 4+ with this consistently for it to be worth the cost. Once you get there, though, it can generate some nice 2-for-1s.
This has three modes that are good in different spots, and I think that's great. The second mode is great against wide boards, the first mode is good against one big thing, and the third mode is good if you need something on board. And whatever you choose, you get big opus.
You can't always take advantage of Seething Song, but having it stapled to a creature is better than using up a whole card for it, and sometimes it'll give you an explosive turn 4.
This is good on turn 3, and in the late game it becomes a good way to load the graveyard and dig deeper in your deck.
This is tough to line up just to copy one thing, and almost impossible to line up for both modes.
Triggering Opus twice and shutting off blockers is going to end some games, and this has 2-for-1 potential too.
A two mana 2/2 with First Strike is solid, but unfortunately getting Lightning Bolt online is very difficult. It's not impossible, though! And just getting it once is incredible.
This is going to be a nice two drop in the format's Red decks, especially Prismari, where attacking with this with mana up is going to be a nightmare for your opponent.
Using up a card to flash a card back isn't something that really nets you a card and this is largely blank until you have something worth spending that extra mana on to flash it back.
This is a great trigger for Lorehold decks, and it has high enough toughness to make it to when you untap and make that first token.
This has a sub-par body, but being able to spit out a treasure is going to be very useful.
This is expensive, but it can kill almost anything while triggering both things that Red decks in this format care about.
This will almost always trade up and in a format with lots of spell payoffs, it's going to thrive.
The turn you cast this might be really underwhelming because it's so random, but getting this every turn will quickly snowball and overwhelm your opponent.
This has an underwhelming baseline and the payoff for exiling something from the graveyard is fairly narrow for an effect that you already have to work a bit to get access to.
This is mostly just a 3-mana 3/2 with Haste in Limited, and that's not particularly good. There are nonbasics in Limited decks in this format, but destroying them is rarely relevant.
This'll typically have passable-to-great stats, and it's spell trigger can make any board very scary.
This set doesn't have a big enough artifact theme for him to really go off, but there are some Treasure lying around.
This is a frightening 2-drop that can grow quickly enough that it's a huge problem when it comes down early.
It's expensive, but this is a relevant body on almost any board and it can copy a spell on the cheap.
This is just all stats and keywords, and that rarely makes for a great creature in Limited these days.
This does so much for a Common. The rummage upfront helps set up graveyard shenanigans, and this can do graveyard shenanigans. Pinging and making mana while you exile cards and trigger cards that care about is going to make this feel like a value engine.
This is a clunky way to just break even cards, even with the Treasure involved.
This isn't very good early, but later in the game it becomes a solid removal spell that can also help you dig deeper in your deck.
It's clunky, but it does make three bodies in the long run.
If you can get a card out of this when it enters, you're going to be in business, and that's not impossible since you can use the mana this produces to cast that card.
The starting stats are bad, and you kind of need two counters before you feel you're in business, and that seems a little too slow.
This is great for any spell-heavy deck. Even with just the first part of the opus trigger it would be, so the fact that you starting Bolting your opponnt in the face on expensive spells is incredible.
This is never all that efficient, but it can give you a 2-for-1 and a couple of spell triggers.
3 mana to do 4 at instant speed is always great, and you even get a little Surveil action.
I think both Red decks in this format are going to want one of these most of the time, as it gives you a significant body and lets you rebuy the best spell from the game.
This has turns where it's just a subpar defensive creature, but it can also sometimes swing really hard, especially in a Quandrix deck.
The floor here is a 5-mana 4/4 Fractal, and the ceiling is quite a bit higher because you can put the counter somewhere else and you can do it every single turn.
This is frightening on turn one, and even when you get it late it's not that hard to grow, and once you do get even one counter on this thing your opponent is never coming out ahead against it.
This is always a quality removal spell, but you do have to pick your spots carefully.
This will often remove a creature and give you a better attack than you had before.
This takes way too long to actually do anything.
Even with Infusion, this is a little too expensive of a trick to be excited about.
This has good stats and can easily generate a 2-for-1, and in the late game it's not impossible to get Regrowth online again.
This has a good baseline, and there are going to be green decks in the format that can make 4/4 and 5/5 tokens with his ability.
I love a two-mana 2-for-1, and I also love smoothing out my mana and hitting land drops -- and even fixing my mana.
The baseline of this card is fine, and with Infusion it'll often be a two-mana draw 2.
Even with two creatures in play this will often be insane, as it means those two creatures will have 4 +1/+1 counters by the next time they can attack. And of course, you often have more than two creatures and can turn this lethal immediately.
These effects are all too narrow for this to consistently make your main deck.
This has an okay starting point, and even getting one counter on it will feel solid.
This has good base stats and a spell that synergizes nicely with both Quandrix and Witherbloom.
This is almost playable without the spell doubling effect, and with it you'll get a 2-for-1 sometimes.
This is a solid two drop that can stay relevant thanks to it's ability, and the incidental life gain is nice too.
This can ramp your mana, and unlike a lot of mana dorks it can also trade with anything, making it's body virtually always relevant.
If green had more spell payoffs this would be better, as is you're mostly playing it to get Infusion going and maybe do a little bit of Quandrix stuff with the counter. It does replace itself, but I think you'll often want to use this slot in your deck for something more meaningful.
This has a great rate and it's a card that makes you groan every time your opponent plays it, since killing it doesn't really solve the problem.
This doesn't add to the board at all, and while it does ramp and fix your mana in a big way, the turn you take off to cast this sort of thing is a big problem.
I don't like the stat-line, nor do I like having to wait until my next turn to gain some life.
The floor here is 4-mana 6/6, and you can run this thing out on turn one. Sure, you wait a few turns for it to be relevant, but that's a really good deal.
This feels like the premier converge payoff at lower rarities, as even just paying three colors for it is passable, and if you can spend 4 or 5 it becomes an incredible card that can help you stabilize and even win the game.
Turn one 1/1, turn two Rampant Growth is a pretty nice way to start a game. And one card does it all.
I love that your opponent has to 2-for-1 themselves to remove this, and they're going to want to remove it since it's almost always relevant as an attacker and blocker.
This has a solid basline, and the Infusion payoff here can alter combat in a massive way.
The starting stats are brutal, but this can ramp you in a big way.
A 3-mana 4/4 with death touch is a card you always play, and this can reanimate something at instant speed too, making your opponent's life difficult.
I think even as a 2/2 or a 3/3 this can represent a real threat, as your creatures will enter as significantly larger.
This won't ever feel very efficient, but it does trigger most Increment while adding to the board.
4 mana for something that doesn't add to the board is rough, even if this can give you a 2-for-1 and potentially ramp your mana.
This is a nice way to repeatedly trigger Repartee, and she has solid stats to begin with.
This has bad stats and a trigger that takes a full turn to matter, and even then you can't always use it.
The floor here is a 4-mana 6/6 land creature, and the ceiling is a lot higher.
It's a little slow, but it makes up for that by gaining you life and even pressuring your opponent.
She's not always gonna be able to copy a spell -- you need said spell and three untapped creatures after all, but she'll do it every now and then and that's enough for her to be decent.
She does take a turn to do something, but man can she do a ton. She grows easily, gives you a bunch of spare mana, and if nothing else you can use it to make a token with her ability. That ability is nasty in the late game too, as you'll always be able to do something good with your turn.
This buffs itself at a minimum, and you'll often have more pests around.
This is the glue that will hold many Witherbloom decks together as it performs incidental lifegain efficiently.
It's tough to end up in a spot where this does something worthwhile, and even when it does it gives you no board presence.
This death trigger is usually nice to have around, and at a minimum this will let you reanimate and sacrifice something ever turn while draining life, and sometimes it'll do something crazy.
Even without Opus this would be good. Even with only small Opus it would be good. And with all of that stuff together, it's nuts. If you make one copy, your opponent is in trouble.
This is what a Limited 6-drop should look like. It's huge, Lightning Helixes your opponent in the face, and it's death trigger will always net you a card.
This is a 2-for-1 up front, and it's Repartee trigger can -- at a minimum -- let you trigger it's enters trigger again.
This is pretty scary on turn two, provided your opponent doesn't take it down before it has 3+ toughness -- and they might. It's not great in the late game, either.
Expensive pure tutors are terrible in Limited.
This big opus trigger is awesome, and nets you a card, and this card has solid base stats.
It doesn't add to the board but it does it's best to make up for that with the extra cards and mana.
Even without the end step trigger this would always make the cut, and with it it can be a value engine in addition to just being good on rate.
This only reanimates a fairly narrow swath of stuff in your graveyard.
This gives you a big body that can also generate some tempo thanks to its enters trigger.
The ceiling here is really high -- put one counter on something and make it to an end step and you've got great value. Problem is things don't always go so smoothly in Limited, and this is really bad when you can't get it going.
Most Quandrix decks will have at least one X spell, and this is playable even then since it has okay stats. It gets better if you have 3+ X spells.
This can deal with most things fairly efficiently, while also turning on Infusion.
This is dangerous to use, as your opponent can 2-for-1 you in a whole bunch of situations, and the upsie isn't worth it.
This can run away with the game and it comes down on turn two, so that's great. It's efficient on turn two and then just grows all game.
This doesn't do anything super synergistic for your Silverquill deck, but it's a pretty good rate for what it is.
This has a pretty mediocre baseline and the Repartee trigger is underwhelming.
This can be an engine in many games, although sometimes if you can't get attacks going it won't be that impressive.
His stats are good and his prepare spell is pretty serious, but getting him prepared early can be tough.
This might even be a 4.5. His ability to spit out Pest tokens is just incredible and very easy to get going. And he even comes prepared!
Super underwhelming as far as charms go, as all three modes are highly situational. Still, you can find a way to use one of them most of the time.
This'll come down, slam in for 5, and then give you a rummage trigger in most cases -- and if Lorehold is left in play, you're going to get some highly discounted spells too.
This is going to feel really good late, when you can dig deep and add to the board at the same time, but it's pretty clunky in the early and mid game.
This is a cool Mind Rot variant since it can ramp your mana, and makes any discarding feel pretty bad for your opponent -- but it does have diminishing returns the later the game goes.
This is a solid removal spell both times you can cast it, and it can generate a very good 2-for-1 as a result.
This is a 4-for-1 no matter what options you choose. That's near impossible to beat.
She has a high ceiling, but it's just not attainable. For her activated ability you need two mana, an expendable creature, and mana left over to cast a spell you exile. That's just asking too much.
This has a passable baseline and it'll be a 6/6 reasonably often.
This is a solid board presence and it's always giving you a 2-for-1.
This can grow quite quickly in Witherbloom, even if it starts out as fairly inefficient.
A 3-mana 3/2 First Strike isn't too shabby, and this'll give you back your best spell too.
The draw mode is always decent, and the other two are highly useful in the right situation.
Storm is hard to do anything with in Limited, so you're mostly just getting a 7-mana 7/7 flyer with Ward.
Ramping and fixing your mana and bouncing your opponent's best permanent is going to feel really good.
He can draw you cards when you're ahead, remove stuff when you're behind, and if you have a critical mass of life gain in play, he can even win the game using that.
This is never efficient, but it scales all game while triggering Increment.
This is a solid enabler for Lorehold decks.
The counter mode is useful the most often, the enchantment mode is rarely useful in the format, and the last mode is a nice combat trick, especially on +1/+1 counter creatures.
This is 6 mana for an efficient flyer + some other random card, and it almost doesn't matter what you hit. It makes all your instants and sorceries into 2-for-1s too.
This can trigger big opus twice if you hit the right cards, but it's not card advantage and doesn't add to the board on it's own.
This is too expensive for a mediocre discard effect, even with the counters.
You can go off with this sometimes, like if you have lots of X spells. But even then the second effect is inaccessible and it does stone nothing on it's own.
This feels a little bit too win-more to me.
The baseline is a nice way to ramp your mana but kind of irrelevant otherwise, and the prepare spell is way too expensive.
This carries counters well thanks to Menace, and putting your eggs in one basket isn't as dangerous as usual since it give those counters to other stuff when it dies.
This is a pretty solid removal spell that can also be a combat trick -- and it can trigger Repartee with either. The life drain mode is less useful, but it's upside on a strong modal card.
This has great stats and keywords, and if you have some random inklings or pests, doubling a spell with this will feel great.
Getting in once with this puts you ahead, and it has the potential to draw you a lot more than that.
This is too symmetrical to work out that well even with the life drain.
This being a 4-mana 1/4 for a turn is brutal, but you're often going to untap and buff it permanently. It's also good with lots of cheap spells, since it's power can go to the moon from those too.
This has a bad baseline and while it can grow, it doesn't do it quickly enough.
This is great when you really need a sweeper, and when you don't you just get to draw four cards. Those tend to be good in different situations, so I like it.
Not a whole lot of synergy to be had here, but it has solid stats and a good "enters or attacks" trigger.
This has good stats and keywords and can hate on graveyards and/or help you with Lorehold synergy.
This is always a 2-for-1, and sometimes a really strong one. The hybrid mana makes it easy to splash too.
This is an awesome 2-for-1 that can kill the vast majority of things in the format, and then set you up to follow it up with a great play.
This card has a lot of weird possibilities. You get a card by exiling your top card, and you can use the other effect as an Airbend-like effect, but it'll be hard to get something meaningful out of both sometimes.
Her stats worry me a little bit, but if left unchecked she'll draw you lots of cards.
This is a way to make sure you can always infuse. The recursion means you can just keep it going too.
This can kill lots of stuff -- including your opponent, and while it's never super efficient when it comes to mana vs. damage, the draw effect makes up for that in a big way.
Killing one creature and tapping another one can often result in an incredible turn, and even when you can't really pressure your opponent that way, it's a good removal spell.
You have so much control over this that you can definitely find a way to break the symmetry on a decent number of boards. It'll be awkward sometimes though, no doubt.
This is an okay rate when you cast it, and being able to pitch it early for some nice card selection helps make this very flexible.
Even if you can't discount this, it's a solid removal sell, and it'll cost 2 often enough.
This is a decent removal spell that has two other modes that can certainly be useful.
You nee dbodies on board or you can't get him down, and by the time you do get him down the discount isn't that great. Still, it's a huge death touch flyer that will occasionally allow for something absurd.
This has bad stats, and you don't need a free spell most of the time when you have 7 mana.
A 4-mana 3/4 isn't worth much and this ability is really narrow.
This is slow to be sure, but it can turn into a game-winning value engine in the late game, and at least it's only two mana.
This will certainly grow, but starting out as a 2/1 is brutal, and you need two counters to feel like you're getting there.
This can ramp your mana, which a deck like Quandrix is certainly into, and if you get multiples sometimes you'll get to cash them in for free.
This doesn't add to the board, and the lifelink mode doesn't make enough of a difference. There are lots of better ways to fix and ramp your mana that aren't so one-dimensional.
This gives you a 2-for-1 and it isn't an irrelevant threat either.
These give you great fixing whether you're in the color pair or splashing.
These give you great fixing whether you're in the color pair or splashing.
Entering tapped is gonna stink sometimes, but these fix your mana well and the late-game Surveil can help you edge out your opponent.
Entering tapped is gonna stink sometimes, but these fix your mana well and the late-game Surveil can help you edge out your opponent.
This doesn't hurt your mana too much since it can give you the mana you need for spells, which you're going to have a ton of -- and it can permanently become a creature in the late game.
Entering tapped is gonna stink sometimes, but these fix your mana well and the late-game Surveil can help you edge out your opponent.
This hurts your mana in a big way and basically does nothing in Limited.
These give you great fixing whether you're in the color pair or splashing.
This hurts your mana and I think the upside is too expensive and narrow to make up for it.
Entering tapped is gonna stink sometimes, but these fix your mana well and the late-game Surveil can help you edge out your opponent.
These give you great fixing whether you're in the color pair or splashing.
These give you great fixing whether you're in the color pair or splashing.
Good fixing
Entering tapped is gonna stink sometimes, but these fix your mana well and the late-game Surveil can help you edge out your opponent.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-mythic||Legendary Creature — Avatar
|
4.5 | 5 | 1.00 | 2 | 2.00 | 4 |
|
ss-common text-light||Creature — Avatar
|
1.5 | 1.5 | 10.67 | 3 | 7.55 | 31 |
|
ss-uncommon||Creature — Avatar
|
1 // 2.5 | 3.1 | 6.33 | 9 | 5.22 | 80 |
|
ss-rare||Sorcery
|
2. 0 // 4.0 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon||Creature — Avatar
|
1.5 // 3.0 | 2.4 | 8.40 | 15 | 6.00 | 101 |
|
ss-common text-light|White|Instant
|
3 | 3.9 | 4.20 | 5 | 6.40 | 26 |
|
ss-rare|White|Sorcery
|
5 | 4.7 | 1.71 | 14 | 1.69 | 18 |
|
ss-common text-light|White|Creature — Orc Cleric
|
2.5 | 2.1 | 9.09 | 32 | 7.35 | 239 |
|
ss-uncommon|White|Sorcery
|
2 | 2.3 | 8.62 | 13 | 6.61 | 105 |
|
ss-common text-light|White|Sorcery
|
2.5 | 3.3 | 5.83 | 6 | 7.33 | 36 |
|
ss-common text-light|White|Creature — Cat Cleric
|
3.5 | 2.7 | 7.43 | 7 | 6.82 | 27 |
|
ss-common text-light||Creature — Human Wizard
|
3 | 3.2 | 5.95 | 44 | 5.85 | 177 |
|
ss-mythic||Creature — Cat Cleric
|
5 | 4.6 | 2.17 | 6 | 2.00 | 7 |
|
ss-uncommon|White|Legendary Creature — Human Cleric
|
2 | 3.4 | 5.42 | 12 | 5.27 | 95 |
|
ss-rare|White|Instant
|
2 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|White|Enchantment
|
2 | 3.4 | 5.62 | 13 | 5.22 | 78 |
|
ss-uncommon|White|Sorcery
|
4 | 2.9 | 7.00 | 12 | 5.26 | 62 |
|
ss-uncommon|White|Instant
|
0 | 2.6 | 7.77 | 13 | 6.02 | 107 |
|
ss-common text-light||Creature — Cat Cleric
|
2.5 | 1.8 | 9.83 | 6 | 8.27 | 28 |
|
ss-rare|White|Creature — Human Wizard
|
4 | 4.5 | 2.50 | 2 | 3.00 | 1 |
|
ss-uncommon|White|Creature — Elephant Cleric
|
2.5 | 3.4 | 5.59 | 17 | 5.32 | 69 |
|
ss-common text-light|White|Instant
|
2 | 1.5 | 10.83 | 6 | 9.27 | 38 |
|
ss-rare||Creature — Human Cleric Wizard
|
3 | -0 | 15.00 | 0 | 7.00 | 1 |
|
ss-common text-light|White|Creature — Bird Cleric
|
2.5 | 2.1 | 9.08 | 25 | 6.93 | 258 |
|
ss-rare|White|Sorcery
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon|White|Enchantment
|
3.5 | 3.5 | 5.23 | 22 | 5.29 | 82 |
|
ss-uncommon||Creature — Human Cleric
|
3.5 | 3.6 | 4.79 | 24 | 4.21 | 64 |
|
ss-common text-light|White|Instant
|
2 | 1.8 | 10.00 | 7 | 9.17 | 43 |
|
ss-common text-light|White|Creature — Djinn Bard
|
2.5 | 1.7 | 10.33 | 3 | 8.67 | 29 |
|
ss-mythic|White|Sorcery — Lesson
|
4.5 | 5 | 1.00 | 4 | 1.00 | 4 |
|
ss-common text-light|White|Creature — Dwarf Warlock
|
3 | 2.3 | 8.61 | 41 | 7.77 | 242 |
|
ss-uncommon|White|Creature — Elephant Cleric
|
3 | -0 | 15.00 | 0 | 3.50 | 5 |
|
ss-uncommon||Creature — Cat Cleric
|
3 | 2.8 | 7.06 | 17 | 5.64 | 89 |
|
ss-uncommon|White|Instant
|
3 | 3.4 | 5.50 | 18 | 4.82 | 80 |
|
ss-rare|White|Creature — Bird Bard
|
4 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-common text-light|White|Creature — Spirit Chimera
|
2.5 | 1.8 | 10.00 | 6 | 7.60 | 26 |
|
ss-uncommon|White|Creature — Spirit Camel
|
3 | 2.9 | 6.86 | 14 | 5.38 | 90 |
|
ss-common text-light|Blue|Instant
|
2 | 1.6 | 10.50 | 4 | 8.09 | 32 |
|
ss-uncommon|Blue|Instant
|
2 | 1.7 | 10.33 | 3 | 5.82 | 87 |
|
ss-uncommon||Creature — Merfolk Bard
|
3.5 | 2.6 | 7.83 | 6 | 4.72 | 68 |
|
ss-common text-light|Blue|Instant
|
2.5 | 0.5 | 13.50 | 2 | 10.30 | 27 |
|
ss-common text-light|Blue|Creature — Human Wizard
|
2.5 | 2.3 | 8.50 | 4 | 9.00 | 31 |
|
ss-uncommon|Blue|Instant
|
3 | 2.6 | 7.78 | 9 | 6.65 | 95 |
|
ss-mythic|Blue|Sorcery — Lesson
|
5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-mythic||Creature — Human Wizard
|
5 | 5 | 1.00 | 2 | 1.00 | 5 |
|
ss-uncommon||Creature — Bird Wizard
|
3 | 2.9 | 7.00 | 9 | 5.87 | 86 |
|
ss-common text-light|Blue|Instant
|
2.5 | 3.2 | 6.00 | 4 | 6.50 | 29 |
|
ss-rare|Blue|Creature — Djinn Wizard
|
3.5 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-uncommon|Blue|Sorcery
|
4 | -0 | 15.00 | 0 | 6.00 | 5 |
|
ss-uncommon|Blue|Instant
|
1 | 1.2 | 11.64 | 11 | 8.96 | 117 |
|
ss-uncommon|Blue|Instant
|
1.5 | 1.2 | 11.78 | 9 | 7.53 | 137 |
|
ss-rare||Creature — Merfolk Bard Wizard
|
3.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-uncommon|Blue|Instant
|
2.5 | 3 | 6.57 | 7 | 5.93 | 91 |
|
ss-common text-light|Blue|Creature — Merfolk Wizard
|
2.5 | -0 | 15.00 | 0 | 8.00 | 21 |
|
ss-rare||Legendary Creature — Human Wizard
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light||Creature — Merfolk Wizard
|
2.5 | 1.5 | 10.75 | 4 | 7.40 | 27 |
|
ss-rare|Blue|Instant
|
3 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-mythic|Blue|Sorcery
|
2 | 4.1 | 3.50 | 2 | 4.00 | 2 |
|
ss-uncommon|Blue|Creature — Human Wizard
|
3.5 | 4 | 3.78 | 9 | 3.92 | 68 |
|
ss-uncommon|Blue|Creature — Elf Wizard
|
3.5 | 3.2 | 6.00 | 14 | 4.96 | 81 |
|
ss-common text-light|Blue|Instant
|
2 | 1.4 | 11.00 | 2 | 9.20 | 42 |
|
ss-uncommon|Blue|Legendary Creature — Merfolk Bard
|
3 | 2.9 | 6.91 | 11 | 5.42 | 87 |
|
ss-rare|Blue|Creature — Human Wizard
|
4 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-common text-light|Blue|Sorcery
|
2 | 2.5 | 8.00 | 2 | 8.88 | 25 |
|
ss-common text-light|Blue|Instant
|
2.5 | 2.5 | 8.00 | 2 | 7.73 | 30 |
|
ss-common text-light|Blue|Instant
|
3 | 2.6 | 7.67 | 3 | 8.90 | 34 |
|
ss-rare||Creature — Bird Pilot
|
4 | 4.6 | 2.00 | 2 | 2.00 | 3 |
|
ss-common text-light||Creature — Bird Wizard
|
2.5 | -0 | 15.00 | 0 | 7.00 | 30 |
|
ss-uncommon|Blue|Creature — Djinn Wizard
|
1.5 | 3 | 6.58 | 12 | 5.64 | 76 |
|
ss-common text-light|Blue|Creature — Frog Wizard
|
1.5 | 1.1 | 12.00 | 1 | 9.00 | 28 |
|
ss-rare|Blue|Sorcery
|
2.5 | -0 | 15.00 | 0 | 3.14 | 7 |
|
ss-common text-light||Creature — Human Warlock
|
2.5 | 2.1 | 9.00 | 6 | 8.30 | 35 |
|
ss-uncommon|Black|Sorcery
|
0 | 2 | 9.38 | 8 | 6.88 | 118 |
|
ss-uncommon|Black|Legendary Creature — Vampire Druid
|
2.5 | 3.2 | 6.12 | 8 | 5.35 | 76 |
|
ss-common text-light|Black|Creature — Frog Warlock
|
3 | 2 | 9.33 | 3 | 7.09 | 26 |
|
ss-common text-light||Creature — Orc Warlock
|
2.5 | 2.5 | 8.00 | 6 | 7.80 | 29 |
|
ss-common text-light|Black|Sorcery
|
3 | 2.2 | 8.75 | 4 | 7.29 | 22 |
|
ss-mythic|Black|Sorcery — Lesson
|
3.5 | 5 | 1.00 | 1 | 1.50 | 2 |
|
ss-uncommon|Black|Instant
|
3.5 | 3.7 | 4.58 | 24 | 4.19 | 72 |
|
ss-mythic||Creature — Vampire Warlock
|
5 | 5 | 1.00 | 2 | 1.00 | 2 |
|
ss-uncommon|Black|Sorcery
|
3.5 | 3.8 | 4.30 | 23 | 4.00 | 64 |
|
ss-uncommon|Black|Creature — Zombie Warlock
|
4 | 3.4 | 5.60 | 30 | 4.91 | 80 |
|
ss-uncommon|Black|Instant
|
3.5 | -0 | 15.00 | 0 | 0.00 | 1 |
|
ss-uncommon|Black|Creature — Troll Warlock
|
3 | 3.3 | 5.67 | 12 | 4.43 | 62 |
|
ss-rare||Creature — Troll Warlock
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|Black|Instant
|
3.5 | 3.8 | 4.45 | 11 | 5.64 | 21 |
|
ss-uncommon|Black|Creature — Human Warlock
|
3.5 | 3.7 | 4.76 | 21 | 4.60 | 68 |
|
ss-uncommon||Creature — Human Warlock
|
3 | 3 | 6.62 | 13 | 5.65 | 69 |
|
ss-common text-light|Black|Instant
|
2 | 1.1 | 12.00 | 4 | 8.00 | 27 |
|
ss-common text-light|Black|Creature — Elf Bard
|
2.5 | 2.6 | 7.72 | 36 | 6.76 | 214 |
|
ss-rare|Black|Legendary Creature — Bird Skeleton Warlock
|
5 | 5 | 1.00 | 1 | 0.00 | 1 |
|
ss-uncommon|Black|Creature — Orc Warlock
|
1.0 // 4.0 | 3.4 | 5.50 | 16 | 4.50 | 71 |
|
ss-rare|Black|Creature — Zombie Warlock
|
2.5 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-rare|Black|Sorcery
|
0 | 1.2 | 11.50 | 4 | 6.33 | 62 |
|
ss-common text-light|Black|Sorcery
|
2.5 | 2.1 | 9.20 | 5 | 9.73 | 37 |
|
ss-uncommon|Black|Instant
|
1.5 | 1.8 | 10.00 | 5 | 6.69 | 125 |
|
ss-mythic|Black|Legendary Planeswalker — Ral
|
3 | 4.8 | 1.62 | 8 | 1.56 | 10 |
|
ss-uncommon||Creature — Snake Warlock
|
3 | 3.5 | 5.12 | 17 | 5.02 | 80 |
|
ss-rare||Creature — Vampire Warlock
|
4 | 5 | 1.00 | 2 | 1.00 | 4 |
|
ss-common text-light|Black|Sorcery
|
3 | 2.6 | 7.60 | 52 | 6.97 | 257 |
|
ss-common text-light|Black|Creature — Vampire Warlock
|
2.5 | 1.4 | 11.00 | 2 | 7.88 | 21 |
|
ss-rare|Black|Creature — Demon
|
3 | 4.1 | 3.40 | 10 | 2.86 | 25 |
|
Ulna Alley Shopkeep
1.5 This has an underwhelming baseline and the ceiling isn't worth infusing for.
ss-common text-light|Black|Creature — Goblin Warlock
|
1.5 | 1.1 | 12.00 | 3 | 8.27 | 39 |
|
ss-common text-light|Black|Instant
|
2.5 | 3.5 | 5.32 | 38 | 5.12 | 178 |
|
ss-mythic|Black|Sorcery
|
3 | -0 | 15.00 | 0 | 0.00 | 1 |
|
ss-common text-light|Red|Sorcery
|
1.5 // 3.0 | 1.4 | 11.00 | 2 | 8.00 | 29 |
|
ss-uncommon|Red|Sorcery
|
1.0 // 3.0 | 3.1 | 6.29 | 7 | 7.20 | 109 |
|
ss-uncommon|Red|Sorcery
|
3.5 | 4 | 3.80 | 15 | 3.98 | 67 |
|
ss-uncommon||Creature — Dwarf Bard
|
2.5 | 3 | 6.67 | 3 | 5.73 | 80 |
|
ss-uncommon|Red|Creature — Spirit Knight
|
3 | 3.9 | 4.10 | 10 | 4.85 | 71 |
|
ss-rare|Red|Instant
|
2 | -0 | 15.00 | 0 | 5.75 | 5 |
|
ss-uncommon|Red|Sorcery
|
3 | 1 | 12.33 | 3 | 9.75 | 23 |
|
ss-mythic||Creature — Human Wizard
|
3 | 3.6 | 5.00 | 1 | 3.50 | 2 |
|
ss-common text-light|Red|Creature — Human Sorcerer
|
2.5 | 3.6 | 5.00 | 4 | 7.18 | 28 |
|
ss-rare|Red|Instant
|
2 | 4.3 | 3.00 | 1 | 3.50 | 6 |
|
ss-uncommon|Red|Creature — Orc Sorcerer
|
3.5 | 3.5 | 5.11 | 18 | 5.30 | 67 |
|
ss-common text-light||Creature — Goblin Sorcerer
|
2.5 | 1.8 | 10.00 | 3 | 7.50 | 28 |
|
ss-common text-light|Red|Instant
|
2.5 | 1.1 | 12.00 | 2 | 7.22 | 23 |
|
ss-uncommon|Red|Sorcery
|
4 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-mythic|Red|Sorcery — Lesson
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon|Red|Enchantment
|
2 | 2.4 | 8.36 | 14 | 5.85 | 85 |
|
ss-rare||Creature — Minotaur Sorcerer
|
2 | -0 | 15.00 | 0 | 1.00 | 2 |
|
ss-rare|Red|Creature — Avatar
|
3.5 | 3.4 | 5.50 | 2 | 3.25 | 4 |
|
ss-uncommon|Red|Legendary Creature — Human Artificer
|
2 | 2.2 | 8.88 | 8 | 6.17 | 84 |
|
ss-rare|Red|Creature — Goblin Bard
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon||Creature — Orc Sorcerer
|
3 | 2.1 | 9.00 | 2 | 5.67 | 11 |
|
ss-common text-light|Red|Creature — Horse Beast
|
2 | 1.3 | 11.25 | 4 | 9.91 | 43 |
|
ss-common text-light|Red|Creature — Dwarf Sorcerer
|
3 | 2.4 | 8.17 | 35 | 6.88 | 215 |
|
Seize the Spoils
1.5 This is a clunky way to just break even cards, even with the Treasure involved.
ss-common text-light|Red|Sorcery
|
1.5 | 1.4 | 11.00 | 4 | 9.44 | 30 |
|
ss-rare|Red|Sorcery
|
3 | 3.2 | 6.00 | 1 | 3.33 | 3 |
|
ss-common text-light||Creature — Orc Sorcerer
|
2.5 | 2.1 | 9.00 | 4 | 7.60 | 28 |
|
ss-uncommon|Red|Artifact
|
3 | 3.2 | 5.93 | 15 | 5.28 | 72 |
|
ss-common text-light|Red|Creature — Orc Sorcerer
|
2 | 1.8 | 10.00 | 5 | 8.67 | 45 |
|
ss-uncommon|Red|Creature — Dwarf Bard
|
3.5 | 4.1 | 3.62 | 13 | 4.32 | 67 |
|
ss-common text-light|Red|Sorcery
|
3 | 2.4 | 8.33 | 3 | 6.40 | 25 |
|
ss-common text-light|Red|Instant
|
3.5 | 3.7 | 4.57 | 30 | 4.53 | 136 |
|
ss-common text-light|Red|Creature — Giant Sorcerer
|
2.5 | 3.2 | 6.00 | 2 | 7.55 | 24 |
|
ss-uncommon|Green|Creature — Wurm
|
2 | 3 | 6.50 | 4 | 6.54 | 104 |
|
ss-uncommon|Green|Enchantment
|
4 | -0 | 15.00 | 0 | 3.50 | 4 |
|
ss-rare|Green|Creature — Turtle Wizard
|
4 | -0 | 15.00 | 0 | 14.00 | 2 |
|
ss-common text-light|Green|Instant
|
3 | 2.9 | 7.00 | 1 | 7.00 | 30 |
|
ss-uncommon|Green|Sorcery
|
3 | 2.3 | 8.70 | 10 | 6.37 | 89 |
|
ss-rare|Green|Enchantment
|
0 | 1.8 | 10.00 | 1 | 8.00 | 4 |
|
ss-common text-light|Green|Instant
|
2 | 1 | 12.33 | 6 | 10.44 | 38 |
|
ss-mythic||Creature — Elf Druid
|
4.5 | 4.5 | 2.50 | 2 | 2.00 | 4 |
|
ss-uncommon|Green|Legendary Creature — Elf Druid
|
3 | 3.6 | 5.00 | 10 | 4.50 | 67 |
|
ss-uncommon|Green|Creature — Human Druid
|
4 | 4.6 | 2.25 | 4 | 2.25 | 6 |
|
ss-common text-light|Green|Sorcery
|
2.5 | 1.8 | 10.00 | 5 | 9.89 | 33 |
|
ss-mythic|Green|Sorcery — Lesson
|
5 | 4.9 | 1.29 | 7 | 1.38 | 8 |
|
ss-common text-light|Green|Instant
|
1.5 | 3.2 | 6.00 | 1 | 8.55 | 30 |
|
ss-common text-light|Green|Creature — Giraffe
|
2.5 | 1.5 | 10.75 | 4 | 9.36 | 39 |
|
ss-uncommon||Creature — Cat Cleric
|
3.5 | 3.1 | 6.43 | 23 | 5.49 | 88 |
|
ss-uncommon|Green|Instant
|
2 | 1.7 | 10.11 | 9 | 7.16 | 127 |
|
ss-common text-light|Green|Creature — Dryad Druid
|
2.5 | 1.5 | 10.67 | 3 | 7.40 | 21 |
|
ss-common text-light|Green|Creature — Salamander
|
3 | 3.3 | 5.77 | 31 | 5.48 | 174 |
|
ss-common text-light|Green|Sorcery
|
2 | 1.4 | 11.00 | 2 | 10.10 | 37 |
|
ss-uncommon|Green|Creature — Plant Sloth
|
4 | 4.4 | 2.75 | 4 | 3.40 | 8 |
|
ss-rare|Green|Sorcery
|
1 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-common text-light|Green|Creature — Badger Pest
|
2 | 1.8 | 10.00 | 2 | 8.73 | 36 |
|
ss-rare|Green|Creature — Plant Beast
|
3.5 | 4.8 | 1.50 | 2 | 1.50 | 5 |
|
ss-uncommon|Green|Sorcery
|
1.5 // 3.5 | 3.4 | 5.56 | 16 | 5.47 | 79 |
|
ss-common text-light||Creature — Bear Wizard
|
3 | 2.9 | 7.00 | 3 | 6.00 | 22 |
|
ss-common text-light|Green|Creature — Troll Druid
|
3 | 2.3 | 8.60 | 5 | 9.67 | 40 |
|
ss-uncommon|Green|Creature — Elf Druid
|
3 | 2.7 | 7.32 | 19 | 6.26 | 98 |
|
ss-uncommon|Green|Creature — Elf Druid
|
2.5 | 2.7 | 7.55 | 11 | 4.98 | 89 |
|
ss-rare||Creature — Bear Druid
|
5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-common text-light|Green|Sorcery
|
3.5 | 2.4 | 8.25 | 4 | 8.42 | 29 |
|
ss-rare|Green|Creature — Avatar
|
2 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Green|Sorcery
|
2 | 1.7 | 10.33 | 9 | 7.22 | 105 |
|
ss-uncommon||Legendary Creature — Bird Bard
|
3.5 | 4.3 | 3.09 | 22 | 3.71 | 70 |
|
ss-uncommon|Blue|Red|Creature — Djinn Sorcerer
|
1.5 | 3.7 | 4.57 | 7 | 5.04 | 75 |
|
ss-rare|Blue|Green|Sorcery
|
4.5 | 4.3 | 2.88 | 8 | 2.53 | 19 |
|
ss-rare|White|Red|Artifact
|
3.5 | 5 | 1.00 | 2 | 1.00 | 2 |
|
ss-rare|White|Red|Legendary Creature — Djinn Sorcerer
|
3 | 4.6 | 2.00 | 1 | 4.00 | 3 |
|
ss-rare|Blue|Green|Legendary Creature — Frog Druid
|
4.5 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-rare|Black|Green|Legendary Creature — Pest
|
4 | 4.6 | 2.00 | 1 | 2.00 | 3 |
|
ss-common text-light|Black|Green|Creature — Spirit Frog
|
3 | 3.1 | 6.21 | 29 | 5.93 | 195 |
|
ss-uncommon|White|Red|Sorcery
|
1 | 1.2 | 11.70 | 10 | 8.53 | 135 |
|
ss-rare|Black|Green|Artifact
|
3 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-rare|Blue|Red|Creature — Elemental Horse
|
4 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-uncommon|White|Red|Artifact Creature — Construct
|
4 | 4.5 | 2.33 | 3 | 3.33 | 4 |
|
ss-rare|White|Black|Creature — Kor Warlock
|
4.5 | 3.9 | 4.00 | 1 | 3.33 | 3 |
|
ss-uncommon|Blue|Green|Creature — Insect
|
3 | 2.8 | 7.12 | 8 | 4.87 | 82 |
|
ss-rare|Black|Green|Instant
|
0 | 1.4 | 11.00 | 1 | 7.50 | 3 |
|
ss-common text-light|Blue|Red|Creature — Elemental Bird
|
3.5 | 1.9 | 9.67 | 3 | 8.30 | 25 |
|
ss-common text-light|Blue|Green|Instant
|
2.5 | 4.1 | 3.50 | 2 | 7.56 | 25 |
|
ss-uncommon|Black|Green|Creature — Dryad Warlock
|
4 | 4.1 | 3.50 | 18 | 3.27 | 70 |
|
ss-rare|White|Black|Sorcery
|
1.5 | 3.6 | 5.00 | 1 | 7.00 | 5 |
|
ss-common text-light|Blue|Green|Creature — Fractal Elk
|
2.5 | 1.8 | 10.00 | 2 | 9.50 | 28 |
|
ss-uncommon|Blue|Green|Creature — Elf Wizard
|
3 | 3.6 | 4.91 | 11 | 4.71 | 72 |
|
ss-rare|Blue|Green|Creature — Fractal Crab
|
2 // 3.5 | -0 | 15.00 | 0 | 4.25 | 4 |
|
ss-common text-light|Black|Green|Sorcery
|
3.5 | 3.4 | 5.44 | 27 | 4.85 | 147 |
|
ss-uncommon|Blue|Green|Sorcery
|
1.5 | 1.3 | 11.43 | 7 | 7.47 | 107 |
|
ss-rare|White|Red|Creature — Bird Cleric
|
4.5 | 4.6 | 2.00 | 1 | 1.50 | 2 |
|
ss-common text-light|White|Black|Creature — Orc Warlock
|
3 | 2.1 | 9.00 | 3 | 9.20 | 39 |
|
ss-common text-light|White|Black|Creature — Inkling Cat
|
2 | 1.1 | 12.00 | 1 | 6.80 | 26 |
|
ss-uncommon|White|Black|Sorcery
|
3.5 | 3.5 | 5.14 | 21 | 5.36 | 69 |
|
ss-uncommon||Legendary Creature — Vampire Cleric
|
3.5 | 3.2 | 6.08 | 12 | 5.71 | 69 |
|
ss-uncommon||Legendary Creature — Elf Druid
|
4 | 3.9 | 4.00 | 2 | 4.17 | 6 |
|
ss-uncommon|White|Red|Instant
|
2.5 | 2.8 | 7.21 | 14 | 6.17 | 97 |
|
ss-mythic|White|Red|Legendary Creature — Elder Dragon
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|Blue|Green|Sorcery
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Black|Green|Sorcery
|
2.5 | 2.6 | 7.82 | 11 | 6.25 | 96 |
|
ss-uncommon|White|Red|Sorcery
|
4 | 3.3 | 5.63 | 30 | 5.15 | 87 |
|
ss-rare|White|Black|Sorcery
|
5 | 4.8 | 1.50 | 2 | 1.50 | 2 |
|
ss-rare|White|Black|Legendary Creature — Human Advisor
|
1.5 | -0 | 15.00 | 0 | 3.00 | 3 |
|
ss-uncommon|Black|Green|Creature — Treefolk Druid
|
3 | 3.4 | 5.38 | 13 | 5.13 | 82 |
|
ss-uncommon|Blue|Green|Creature — Elf Druid
|
4 | 3.5 | 5.25 | 16 | 4.58 | 71 |
|
ss-common text-light|Black|Green|Creature — Pest Ape
|
3 | 3.2 | 5.92 | 25 | 6.28 | 192 |
|
ss-uncommon|White|Red|Creature — Dwarf Cleric
|
4 | 3.4 | 5.50 | 4 | 4.50 | 5 |
|
ss-uncommon|Blue|Red|Instant
|
3.5 | -0 | 15.00 | 0 | 4.80 | 6 |
|
ss-mythic|Blue|Red|Legendary Creature — Elder Dragon
|
3 | 4.7 | 1.75 | 4 | 1.88 | 8 |
|
ss-uncommon|Blue|Green|Instant
|
3.5 | 3.4 | 5.39 | 18 | 4.85 | 87 |
|
ss-mythic|Black|Green|Legendary Planeswalker — Dellian
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|Blue|Green|Creature — Dinosaur Fractal
|
2.5 | 1.4 | 11.00 | 1 | 6.92 | 32 |
|
ss-common text-light|White|Red|Sorcery
|
2.5 | 2.8 | 7.17 | 6 | 7.27 | 28 |
|
ss-uncommon|Blue|Green|Instant
|
3 | 2.1 | 9.10 | 10 | 6.10 | 86 |
|
ss-mythic|Blue|Green|Legendary Creature — Elder Dragon
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon|Blue|Red|Sorcery
|
2 | 2.7 | 7.36 | 14 | 5.70 | 109 |
|
ss-common text-light|White|Black|Sorcery
|
1.5 | 2.5 | 8.00 | 2 | 7.36 | 28 |
|
ss-rare|Blue|Red|Artifact
|
1.5 | -0 | 15.00 | 0 | 2.50 | 5 |
|
ss-uncommon|Black|Green|Sorcery
|
2 | 3.1 | 6.33 | 9 | 6.28 | 90 |
|
ss-uncommon||Legendary Creature — Goblin Sorcerer
|
2.5 | 2.9 | 7.00 | 1 | 2.75 | 5 |
|
ss-uncommon|White|Black|Creature — Dwarf Cleric
|
3 | 3.9 | 3.95 | 22 | 3.77 | 71 |
|
ss-uncommon|White|Black|Instant
|
3.5 | 3.8 | 4.36 | 22 | 4.64 | 69 |
|
ss-mythic|White|Black|Legendary Creature — Elder Dragon
|
4 | 5 | 1.00 | 2 | 1.00 | 3 |
|
ss-uncommon|White|Black|Creature — Human Cleric
|
3.5 | 3.6 | 4.85 | 20 | 3.87 | 63 |
|
ss-uncommon|White|Black|Sorcery
|
1 | 1.3 | 11.33 | 3 | 9.22 | 22 |
|
ss-uncommon|Blue|Red|Creature — Elemental Whale
|
3.5 | -0 | 15.00 | 0 | 3.33 | 4 |
|
ss-common text-light|White|Red|Creature — Spirit Ox
|
2 | 2.3 | 8.67 | 3 | 7.11 | 24 |
|
ss-rare|Blue|Red|Sorcery
|
4 | -0 | 15.00 | 0 | 0.00 | 1 |
|
ss-common text-light|Blue|Red|Creature — Djinn Sorcerer
|
3 | 1.2 | 11.50 | 2 | 10.20 | 36 |
|
ss-uncommon|White|Red|Creature — Sloth Beast
|
3.5 | 4 | 3.94 | 16 | 3.63 | 65 |
|
ss-uncommon|White|Black|Creature — Rhino Bard
|
4 | 3.7 | 4.73 | 30 | 4.90 | 90 |
|
ss-uncommon|Blue|Red|Instant
|
4 | 3.6 | 5.00 | 1 | 2.67 | 4 |
|
ss-rare|White|Red|Instant
|
2.5 | 3.9 | 4.00 | 1 | 3.00 | 2 |
|
ss-uncommon||Legendary Creature — Gorgon Wizard
|
3 | 3.1 | 6.40 | 10 | 4.17 | 65 |
|
ss-uncommon|Black|Green|Creature — Skeleton Pest
|
2.5 | 4.5 | 2.50 | 2 | 4.17 | 8 |
|
ss-rare|Blue|Red|Instant
|
4 | -0 | 15.00 | 0 | 2.50 | 3 |
|
ss-uncommon|Blue|Red|Instant
|
4 | -0 | 15.00 | 0 | 1.00 | 2 |
|
ss-rare|Black|Green|Sorcery
|
3 | 4.3 | 3.00 | 1 | 3.00 | 2 |
|
ss-common text-light|Blue|Red|Sorcery
|
3 | 2.7 | 7.35 | 20 | 6.73 | 213 |
|
ss-common text-light|White|Red|Instant
|
3 | 2.6 | 7.80 | 10 | 7.00 | 29 |
|
ss-uncommon|Black|Green|Instant
|
3 | 3.1 | 6.39 | 18 | 5.02 | 81 |
|
ss-mythic|Black|Green|Legendary Creature — Elder Dragon
|
3.5 | 4.8 | 1.60 | 5 | 1.75 | 9 |
|
ss-rare|Blue|Red|Legendary Creature — Human Bard Sorcerer
|
1.5 | -0 | 15.00 | 0 | 5.50 | 7 |
|
ss-common text-light||Artifact Creature — Construct
|
1.5 | 0.9 | 12.57 | 7 | 11.09 | 44 |
|
ss-uncommon||Artifact — Book
|
2.5 | 2.3 | 8.54 | 13 | 6.60 | 126 |
|
ss-common text-light||Artifact Creature — Construct
|
2 | 1.4 | 11.00 | 4 | 9.09 | 26 |
|
ss-common text-light||Legendary Artifact Creature — Construct
|
2 | 1 | 12.25 | 4 | 9.89 | 28 |
|
ss-common text-light||Artifact
|
1.5 | 3.1 | 6.20 | 5 | 6.36 | 32 |
|
ss-uncommon||Artifact — Vehicle
|
3 | 3.3 | 5.88 | 17 | 4.56 | 67 |
|
ss-rare||Land
|
3 | 5 | 1.00 | 1 | 2.00 | 4 |
|
ss-rare||Land
|
3 | 3 | 6.57 | 7 | 4.23 | 27 |
|
ss-common text-light||Land
|
3 | 2.6 | 7.60 | 5 | 7.91 | 30 |
|
ss-common text-light||Land
|
3 | 2.1 | 9.00 | 5 | 7.55 | 30 |
|
ss-rare||Land
|
3 | 2.5 | 8.00 | 1 | 6.67 | 4 |
|
ss-common text-light||Land
|
3 | 2.7 | 7.50 | 4 | 5.00 | 29 |
|
ss-rare||Land
|
0 | -0 | 15.00 | 0 | 5.17 | 9 |
|
ss-rare||Land
|
3 | 1.4 | 11.00 | 1 | 6.00 | 4 |
|
ss-uncommon||Land
|
1 | 1.3 | 11.33 | 9 | 7.76 | 143 |
|
ss-common text-light||Land
|
3 | 3.9 | 4.00 | 1 | 6.00 | 25 |
|
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-rare||Land
|
3 | 5 | 1.00 | 1 | 1.50 | 2 |
|
ss-common text-light||Land
|
3 | 3 | 6.53 | 34 | 5.89 | 188 |
|
ss-common text-light||Land
|
3 | 2.8 | 7.25 | 4 | 7.09 | 21 |
|
ss-common text-light||Basic Land — Plains
|
-0 | 15.00 | 0 | 0.00 | 5 | |
|
ss-common text-light||Basic Land — Island
|
-0 | 15.00 | 0 | 0.00 | 2 | |
|
ss-common text-light||Basic Land — Swamp
|
-0 | 15.00 | 0 | 0.00 | 1 | |
|
ss-common text-light||Basic Land — Mountain
|
-0 | 15.00 | 0 | 0.00 | 1 | |
|
ss-common text-light||Basic Land — Forest
|
-0 | 15.00 | 0 | 14.00 | 6 |
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: