This is a decent way to fix your mana, but the fact there's no "Learn" in this set makes it a lot worse than it would otherwise be.
One-shot effects that make your mana good are very hard to take advantage of, even with a cantrip.
This is removal any deck can run, and it's flexible, but it also 2-for-1s you.
The stat-line is bad for sure, but the "enters" trigger carries a lot of weight, and he'll have lifelink on some turns.
This doesn't do very much on it's own, and even once it has a lot of quest counters it's not that likely you have a creature that is worth blinking every turn.
Just the removal mode is quite good in defensive decks, and the Airbend mode also gives you a way to protect your creatures or rebuy their "enters" triggers.
Adding a cantrip to this helps in a big way, because Airbending alone isn't typically worth a whole card. This is super flexible since it can hit your stuff or your opponents, too -- and all nonland permanents.
This has bad stats, but the "enters or attacks" trigger is really easy to take advantage of.
It's been a very long time since a 3-mana 2/2 that grows when some format-related thing happens has actually been good. It's a bad starting point, and you need two counters before it even feels decent.
This basically lets you get in for a hit with your best creature, and then doesn't let your opponent rebuild their board until you do. There are some boards where it won't take over, but there are going to be many situations where it allows you to pull ahead, too.
This trigger is only two tiny effects, but they add up, especially when you can tap this for Waterbending.
A one mana 1/1 that gains you 3 when it enters is almost playable, and the fact this can also go after artifacts and enchantments definitely gets you there.
This doesn't do any of the things that make Wraths strong. You can't have it in your opening hand and bait your opponent into it before nuking their board, since they're likely to just hold on to their stuff when you do that, and it also never has a mode that truly clears the board. It does nothing way too often.
This is White's best Uncommon. It may not be able to small creatures, but it can hit all the things that matter while adding an awesome body to the board.
This has a solid baseline, and protecting your powerful Allies is some nice upside.
This is a good trick because it can blank removal and help a creature win a wide variety of combats -- while also having a mode where it lets you swing for lethal ni the air.
This has 2-for-1 potential, but it's also super expensive and situational for a trick.
If your deck has 12+ Plains in it, this is going to make you enough tokens to be worth it pretty often, but if you're a deck that is evenly split between two colors, it's usually not going to do enough.
This has decent stats and a useful creature type, and the Scry trigger is pretty useful too.
Without Airbending this would be pretty close to a 0.0, as it's just super inefficient for what it offers as an Equipment. With the AIrbending trigger, though, it gets a significant upgrade -- but I'm still not seeing this as a card that makes the cut super often.
Even if he didn't let you cast Allies off the top, Hakoda would be a card you play 100% of the time, and the fact he can cast those Allies means he can generate card advantage in a big way.
We've seen many cards like this one over the years, and getting those two bodies at instant speed is always a good rate.
The floor is a two mana 2/3 with a good creature type, and you can also put the counter somewhere else when there's something better to put it on.
4 -mana 3/3 that makes a 1/1 is a 2.5 in most formats, but I think the Ally creature type, the Waterbending mechanic, the Airbend mechanic, and the RW deck being interested in going wide make this card better than usual.
This removes something up front, then gives you some symmetrical draw that you can take advantage of first, before turning into a very scary creature.
I don't love that he takes a turn to get going, but if you untap with him chances are good he's going to have an attack, and chances are also good that he's going to draw you a card.
There are enough flyers in this set for Momo to set up awesome curves sometimes, but it'll also just be a one mana 1/1 flyer a significant chunk of the time.
This is a good baseline, and it has a great "leaves the battlefield" trigger -- that will go of whether you airbend it, it dies, gets bounced, or gets exiled, and that's really nice.
This doesn't stop abilities, but you can eventually use it to fully remove the creature and get a body out of it, and I think that's significant.
A 5-mana 3/5 is pretty bad -- this'll have flying and gain you life a few times too, but that's not a massive upgrade.
It's a little narrow, but it can deal with lots of creatures in this format, and gaining life is definitely on the table.
You're overpaying for either of these modes.
This is a little bit better than the other shrines, as it's conceivable to have situations on occasion where it actually feels worth 4 mana, but it's still only good when you have a built out board.
The removal mode saves this card, as if it were just the Enchantment it'd be pretty underwhelming. Having lots of creatures and just attacking with one of them is not really what you want to be doing most of the time, but it is good when you have one really hard to block creature.
Even if your board's entirely empty, as long as you pay 2 or more for X, you get a solid deal -- and your board's not going to be empty very often.
This has terrible stats and an attack trigger that isn't all that powerful. It often won't be worth it to give something up.
This has solid stats and the mass pump effect plays well on many boards.
This ability is really strong because it's going to be pretty easy to get a hit off of it, and you often won't have to pay mana for it. It's a two mana card that turns into a value engine in the late game.
This is a solid trick. It's not so good against removal, but it's decent enough in combat.
If you can consistently draw 3 with this, it's absurd. And the baseline of Anticipate is perfectly acceptable.
You're not going to turbo this out super early or anything, but the good news is even if you don't play it until like turn 5, you're going to feel good about that -- especially if you get to double spell.
Sorcery-speed Unsummon isn't normally very good, but the Lesson subtype and the additional upside for bouncing your own thing make this pretty solid.
This can have a huge, game-winning effect -- but pretty much only when you're ahead or at parity. I do like the flexibility of being able to just stun one thing down, or tap a bunch of stuff and stun multiple things, but I think only the most aggressive Blue decks will be interested in this.
You should be able to get your mana's worth out of the first mode, and sometimes your opponent has something awesome that it's worth cloning into a 2/2.
The floor isn't good, and the ceiling isn't anything special.
Cards that can modulate their stats are surprisingly obnoxious, and this one can do it for no mana at all -- and can even tap itself for it's ability.
This is a great rate, and it has tons of synergy in the set -- it's good with "draw two" payoffs, good with waterbending, good with airbending, etc.,
I don't like the base stats, but waterbending to loot is appealing.
This becomes unblockable way more easily than most other big blue Commons we've seen lately, and being able to pitch it for an island early is pretty good.
The big idea here is to tap her for waterbending, so that you can loot. She does it when she attacks too, but as a 1/2 she won't be doing that all that often.
This removal is merely adequate. Sure, it's cheap -- but it ramps your opponent's mana and gives them a body that can still attack and block. It will only feel good to use on huge scary things, you don't really want to use it on their 2 drop, and that's a problem.
A three mana 2/2 flyer plays pretty poorly these days. The addition of Vigilance and Prowess help this, but not enough for it to ever be a card you're excited about.
This will just feel like a big Man-O-War pretty often, since you'll play it, get the "enters" trigger, and then turn it into a creature. Don't forget that the Submersible can even tap itself for Waterbending.
This style of counterspell has played reasonably well of late, and this one has the Lesson subtype.
She has one of the best Waterbend abilities in the set. Drawing cards with her is great, and she can even grow into a threat.
A two mana 2/1 with Vigilance that dies into a clue is great, and this has upside beyond that.
This is 4 mana to scry 4 and draw 2 cards and get a game-breaking 4/3 that spits out bodies super easily. Sure, you have to wait for all those effects -- but it's still an insane rate, and this is a card that quickly takes over the game with card advantage and value.
This is a little bit expensive, but it gives you a 2-for-1 and has a useful subtype.
This is mostly just a two mana 1/3 with Prowess, which is fine -- but the mill trigger isn't especially useful most of the time. It's best to use it on yourself if you have lesson payoffs in play.
Don't overlook that this can ramp your mana! If you can consistently use it's water bend ability without spending any mana, you're going to be pretty happy too.
This blanks removal and isn't useless in combat, and even has the Lesson subtype.
This has a terrible baseline, but it's also a real win condition in decks with lots of clues and other card draw.
Adding this to the board while locking down your opponents best creature for a turn is virtually always going to feel pretty good.
Taking over your opponent's combat step is what makes a Mindslaver effect the best in Limited anyway, but this is still super hard to cast.
If you have lots of spells and can get them in the graveyard quickly, Serpent of the Pass is pretty scary -- especially if you also have lots of Lessons.
This generates a 2-for-1, and that's enough for me to want to play this counterspell.
The Shrine deck is very likely a trap, because they all have such bad baselines and most of them don't add to the board either.
A harder to cast Divination isn't great, but the Waterbend mode here is absolutely insane, as it's basically a better Timetwister.
This basically gives an attacking Flyer Connive, and that's a powerful ability. If you can trigger this the turn he comes down -- which is doable -- you're going to be really happy.
You can't really play a one drop that is almost always tapped. I mean, you can eventually start drawing cards, but by that point you played a largely irrelevant one-drop, and a 3/3 isn't going to matter much by then either.
This is basically a super efficient Blue Banisher Priest. She locks down your opponent's best creature while giving you a Prowess body that can sometimes hit pretty hard.
Getting a 2-for-1 with this is very doable. You can either flash it in to ambush block something smaller, or flash it in response to card draw. Either way you come out way ahead.
Even if you only pay 2 for X, you get a 4-mana 3/3 with Flash, Flying, and Vigilance, and you draw a card. That's already a bomb, and it scales as the game goes on.
This does basically nothing on it's own, and that's not usually a good recipe for a Limited card.
A 4-mana draw 3 is pretty good, and I think you'll get there pretty often
You need lots of Islands, but if you have them, this is a legit draw engine.
It's cheap, but don't overlook the fact that it does not tap the creature you put it on, making it a less effective form of removal.
She's mostly just a 4-mana 3/3 with Flying and Vigilance. Limited just doesn't have strong enough cards for you to consistently get a meaningful discount with this ability.
This has some very real 2-for-1 potential, as well as the useful Lesson subtype
This attack trigger is really strong, but her stats hold her back significantly.
It's not too hard to have fodder, but having to wait until the attack to get something out of this is pretty brutal.
This has a solid baseline, and casting Allies from exile with it is doable, albeit not automatic.
The dream here is to sacrifice an Earthbent land, but the baseline is bad enough that I'm skeptical it'll be great.
Getting a clue and a 1/1 for one mana is a really good rate, even when you don't get them at the same time. This is good in aggro decks, clue decks, firebending decks, and sacrifice decks too, giving it broad appeal.
Getting a big body and a Food feels pretty good as a curve-topper.
Even if you're only doing 3-4 with this "enters" trigger, it'll be worth the mana since it'll kill something, gain life, and then trade for something else and gain more life. It gets way better in a deck that is mono-black or close to it.
The two mana 1/1 that makes the opponent discard is always one of Black's best Commons, and that's especially true in a format with a sacrifice deck.
Neither mode on this feels especially efficient or impactful, but having the choice is nice.
This can do some serious damage to the board, but it also takes a lot of mana to be a truth wrath that will even kill the biggest creatures.
This format has tons of sacrifice fodder, making this premium removal.
Sometimes you really need to kill something small and this can't do it, but it can deal with everything else and trade up when you do it.
This is too situational. It's surprisingly hard to have mana up at the right time to take advantage of this kind of effect.
This'll come down and kill something, and then smash in for 6 on your next turn. Sure, it's probably not surviving that attack -- but it likely killed at least two things and threw in some damage for good measure, and you're pretty ecstatic when your cards do that.
The trigger is definitely good, but Raid is an awkward mechanic sometimes -- attacking when you're behind isn't always easy, for example.
There was a similar card in Lord of the Rings that really fell flat, and that format had a sacrifice deck just like this one, so I don't see this doing much better.
This is a pretty good attacker if you are drawing multiple cards, but pretty bad when you aren't.
You're way too reliant on cards in graveyards having enters or death triggers, because if they don't, this basically does nothing.
This can kill almost anything at instant speed.
This has bad starting stats, and it's +1/+1 counter payoff ability is mediocre. However, it can grow itself later, and use Firebending mana to do it, so it'll make the cut sometimes.
This ability has a whole lot of text for what is actually pretty small upside -- it mostly just lets you Surveil. But it can be used to trigger sacrifice payoffs, and sometimes a 2/2 is better to keep than a 1/1 token.
She's going to be unblockable a decent chunk of the time, especially because she has the ability to generate Clues.
Tutoring is nice and all, but this is just too inefficient.
If you're the beat down, a two mana 2/2 with menace that punishes both players feels pretty solid.
You can use firebend mana to bring this back, and it's also decent sacrifice fodder because of it's recursiveness.
This is terrible on it's own, and you need to play like two more shrines before it feels worth it, and that just won't happen in Limited.
This is a card-drawing engine that can also add to the board with +1/+1 counters. It's hard not to love that.
Mind Rot isn't terrible when you can get that 2-for-1 early, although not adding to the board is always a problem. The lesson subtype and the damage this does makes it much better than Mind Rot.
It's a bit of a buildaround to be sure, but there are enough sacrifice things in this set -- including Clues -- that getting multiples of this is very easy, and even getting to 8 isn't out of the question.
This has a terrible starting point, and needs multiple counters before it feels worth it.
This will frequently give you a clue up front, and I'm playing a three mana 2/3 flyer that makes a Clue every day of the week -- and it has the capacity to make even more of them while also draining life.
This is a Wrath that gives you a win condition two turns later -- one that will easily attack on a decimated board and rebuild the board in your favor.
This mostly feels like sideboard material. Even with waterbending, it's hard to break the symmetry here unless you're going up against a very low to the ground deck.
You're not going to get the Clue very often, but this is pretty efficient at what it does, especially in a set with Firebending.
This is solid removal, but there will be times where it simply can't kill things.
The baseline isn't very good, and the indestructible upside is surprisingly difficult to take advantage of.
Getting this back is certainly doable in the set, but a 3-mana 2/2 flyer isn't all that good these days.
Raise Dead isn't an amazing card, but it's nice that this one can also reanimate stuff in the late game.
It's been a long time since we last saw a three mana 2/2 that "grows when X happens" pan out in Limited. It's just such a bad starting stat-line, and the hoops they make you jump through aren't usually worth it.
The second mode on this isn't super relevant, since the first mode can also kill most land creatures. And the first mode is mediocre removal, but it does scale a bit as the game goes on.
This ultimatleygets you pretty close to a 3-for-1, and it even adds to the board with the first chapter.
The stats are pretty solid for the cost, and he's a pretty frightening attacker if you're ahead. He's a lot less good if you're at parity or behind, though.
Even without the lesson upside this would be playable, with it, it becomes an incredibly efficient removal spell.
At least this one adds to the board, but the baseline is still pretty bad.
This isn't the best trick when looking at rate alone, but the Clue means you can get a 2-for-1, and you can also use Firebending mana to cast this and sacrifice the clue.
This upside is never very good. Tapping down two of your creatuers to do 2 damage just isn't good, even if you throw in some Firebending.
The dream is to pump a ton of Firebending mana into this and absolutely destroy your opponent. But it doesn't do anything at all on it's own, and that holds it back.
You really need other firebending to go off with this, but it's very doable in Red.
If you can get a lesson into your graveyard early, this can provide quite the mana boost -- albeit a narrow one.
If this always gave you a clue, it'd be at least a 3.5 at worst. If it was always a 4-mana 4/2, it'd be a 0.0. I think you'll be able to get the Clue often enough for it to come out as a solid playable.
This has a good baseline and it's mana sink ability is good even without Firebending on the table.
This giving you a body is important, because it's going to be kind of inconsistent beyond that. Sometimes you'll complete the quest and be able to double your triggers, but you often won't have much to use that mana on. Of course, sometimes you will and that'll feel great.
This kills small things super efficiently while still having the upside of killing bigger stuff late. Between the lesson subtype and being an instant you can use firebending to cast, this ends up being an incredible common.
A two mana 1/2 with Prowess isn't very good, but because of Firebending, you have a better chance at actually being able to cast spells to buff it.
There is a legit go-wide deck in the format, and in that deck this is going to be a solid payoff. Everywhere else it's not very good though, as you have to be ale to consistently have a big turn with it, otherwise it's not good.
Two mana to deal 4 is a good removal spell, and this has Lesson upside and can occasionally kill a bunch of X/1s.
I wouldn't count on doubling spells with him super often, but he's a solid card even without that effect, and the times you do get a double Firebending Lesson will feel absurd.
This giving you a Clue is big, as it means this has a mode other than the one where it can win you the game when the board is just right -- and it still retains that upside.
This is a decent removal spell and you can cast it with Firebending, and sometimes it'll net you some mana.
This is virtually always good because it can trade up effectively and even hit the opponent. In a set with Firebending it might be a little bit better.
She's super cheap for what she is, as even without Exhaust she'd probably be playable. With it, she is really scary any time she turns sideways.
This is a legit body that will often pick off something small, and if you're having a hard time hitting land drops it can help you there too.
This is pretty meaingless in Limited, since you let your opponent get something after you destroy something. It will feel better against artifacts than lands, but that's still too narrow for me to want this, even as a sideboard card.
Spell redirection is often too narrow to be good in Limited, but the fact you can do it with this with only one mana up does open up the door to some pretty big blowouts.
This is a good top-curve because it's imposing when it comes down and can remain a threat late thanks to exhaust.
It's nice that this will draw you a card no matter what. That keeps it from having a completely miserable floor, but obviously it does get significantly better when you have a lot of Mountains.
This is a cool effect and all, but it does nothing on it's own. And even when you do have creatures to attack with, your'e not guaranteed to have someowhere to spend the mana. It's just too expansive to be a card that can't inherently add to the board.
The floor is bad and the ceiling isn't all that high.
Getting two ally bodies for this cost is pretty good in this format, and the 2/1 can often smash in for damage right away.
This is a way powered down Embercleave, but I think it's capable of giving you some big turns, especially in the noncreature spell deck.
I don't like the stat-line, but I do like the attack trigger and Prowess.
If this was just straight up a three mana 4/3 with Flying, how good would it be these days? It'd be like a 3.0 at the very best. Creatures and removal are just so efficient these days. So, this is a 3-mana 4/3 Flyer with a ton of downside, and it's hard for that to be a card I want to play.
A 4-mana 4/4 with Haste is a card you always play, and this'll offer buffs and Haste to lots of other creatures in your deck.
This is a passable stat-line, and the enters trigger is a nice little effect for most of the game.
In Limited, 99% of this card's value comes from being a two mana 2/2 with menace. But the good news is, that's a pretty nice two drop.
This stat-line is ugly, but Zuko is a legitimate value engine.
This is going to cost two or one a big chunk of the time in Green, and it's a good removal spell even at full price.
This has the potential to snowball in a big way, but it can be a little bit awkward the first time you cast it, since it may not offer much of a buff at all.
5-mana for a 4/4 and a 2/2 trampler is pretty good, even if that 2/2 trampler uses up one of your lands.
He Earthbends 1 when he attacks all on his own, and sometimes he'll do even more than that.
If you have just one lesson in your graveyard he's passable, if you have 2 he's actively good, and if you have three he's amazing. If you can consistently get all three modes, he'll play more like a 4.5 -- but I think you'll get one or two too often for him to reach those heights.
Sacrificing an Earthbent land with this can be sweet, since you get even more ramp out of this. This is good at fixing your mana and even has the Lesson subtype. Not every deck is in the market for this kind of thing, though.
Most decks will have enough non-humans for the Zookeeper to offer a significant buff to your board.
You get two 2/2s out of this and some life, and he has the potential to gain you even more.
This is pretty bad when it's on it's own, but getting a body and a removal spell out of a single card means it has a high ceiling.
This starts as 3-mana for a 2/2 and a basic land, which is a very nice starting point, and once it spits out counters later in the game it turns into a value engine.
You're overpaying for this 4/4 by a tiny bit, but it's also a Lesson, and I think that makes up for it.
The ceiling here is mostly one mana for a 2/2, although there are some hybrid allies that might make him a 3/2 sometimes. Problem is, he'll also only be a 1/2 a significant chunk of the time, and that activated ability isn't very accessible.
You can't spend 5 mana on an effect that doesn't add to the board, especially when you aren't going to have any super powerful lands to tutor up.
Even if you have two other creatures this is well worth the cost, and sometimes he'll add an insane number of counters to the board while also making something evasive right away.
The baseline isn't good, but that Waterbend ability is a decent mana sink.
He ramps your mana in a big way while also making your mana perfect. He even has solid stats! Hard to be upset with that.
The baseline is bad, but this can really quickly allow you to either go wide or big thanks to that Earthbend trigger.
5 mana for a mass pump isn't very good, but because this can also draw you cards, it makes it less one dimensional than most mass pumps effects.
This can ramp and fix your mana in a pretty big way, and you can use that mana to help you cast other shrines! But, it also doesn't add to the board on it's own, and getting those lands has diminishing returns.
This is a little bit awwkard to run out on two, but it gets pretty close to give you three cards of value because each of it's chapters all do something super relevant. Sometimes if you don't have something else to do on turn two, you won't be able to get the counters out of it, though.
This does demand you have something decent-ish on board, and doesn't add to it up front -- both of those things are a little annoying on a 6-mana card. But as long as you draw like 3 cards with chapter one, you're probably in business.
The modality here is solid. It can blank removals and win combat sometimes, and it be Naturalize sometimes.
This can net you a 2-for-1 most of the time, and the fail case is a 3-mana 4/2. This is a very good Common for Green.
This is a pretty mediocre trick. It can win some combats, and blank some removal, but it's not particularly good at either. But hey, at least it's cheap.
You'd play this even if it couldnt' ever tap for two green, and it's ramp ability makes it more likely you can get to the point where it does tap for two green.
This feels okay on turn two, and in the late game it's exhaust ability can add significantly to the board.
This is pretty reliant on you having lots of Forests, otherwise it won't feel very efficient.
We see this card by a different name all the time, and it's always good removal -- but you do have to choose your spots to avoid the blow out risk.
This is a big ol' body for the cost, and even though it's mostly just good at attacking and blocking, it's good enough at both to be solid -- especially with landcycling available too.
This won't feel very good on turns one through three, but the fail case is acceptable when it turns into an incredibly card selection effect in the mid-to-late game.
Rampant Growth isn't something everyone is after, although I think the Lesson type does make this more appealing to a wider variety of decks.
This isn't that far from saying "Tap: Draw a card." Okay, you won't get a card every single time -- but you'll get one pretty often, while also giving you some graveyard and lesson synergy.
A three mana 2/3 that makes a 2/2 is pretty great, and while the 2/2 isn't a full-on token, Toph can also have power much higher than 2.
This is a nice two-for-one, though it obviously isn't very good in the early game.
A one mana 0/4 is usually pretty unplayable, but this one does have the ability to become relevant thanks to it's activated ability.
A two mana 2/2 that makes a Food is a 3.0, and this has the significant upside of also being able to ramp and fix your mana.
This is an adequate defensive creature because it can trade for anything and/or deter attacks, and it'll often gain you those 2 life too.
This'll almost always give you a 2-for-1 when it enters, and transforming it isn't all that difficult -- and once transformed he becomes a gamebreaking threat.
This kind of effect is always solid, and all the more so in a set where Lessons and spells matter.
This can buff lots of creatures in Blue/White, and because it gives you a Clue the floor isn't terrible.
He's hard to cast and transforming him is nigh impossible in Limited. But if you can cast him and untap, he's going to start drawing you cards, and that's plenty good.
While she may only exile your opponent's worst creature, and the worst card in their graveyard, she adds a body to the board while doing it, and even gives you access to those cards.
This death trigger counts itself, so your opponent can never come out ahead against the Bounty Hunters, and if it's left unchecked it can get completely out of control.
It can be hard to draw with this kind of trigger, but Bitter Work does give you a creature that can do it.
Even if Bumi didn't have the whole "extra combat phase" thing going on, it'd be excellent. With it, he will sometimes give you a mana advantage and/or allow you to do tons of damage.
4-mana 3/3 fliers aren't as good as they once were -- creatuers and removal are too efficient -- and the upside here is pretty medium.
As long as you can get this trigger once, you'll feel good about things, even if the Administrator dies.
This isn't super likely to survive attacking, but it has a great "enters" trigger and will also drain some life, so if you're still going to come out ahead.
This will often be a very scary aerial threat will give you a 2-for-1 even if your opponent kills it.
This gives you quite a lot for 5 mana. It can put the counter on itself, so as long as you have one other creature you'll get both of them.
This set has so many Allies, especially in Gree/White, that this is going to either come down and buff a bunch of stuff or come down early and grow throughout the game. Both of those are very appealing.
This'll be a 4-mana 3/4 with Reach a little too often to be very exciting.
This gives you a 2-for-1, and that makes it excellent sacrifice fodder.
She's tough to cast, and her upside is pretty narrow. Doubling spells is nice, but you're just not going to have one to cast often enough for her to go off consistently, especially when you consider the mana cost.
This is a great payoff for drawing two, which is very doable in this format. The baseline is also very solid.
You need to consistently net a card from the "enters" trigger, or Guru Pathik will feel pretty underpowered.
Sometimes you're going to wiff with this "enters" trigger, and that's going to feel really bad. Most of the time though, there will at least be something in the graveyard she can cast right away.
There's lots of good sacrifice fodder in the set, but there are still going to be times where you have to run Hei Bai out as a 4-mana 3/3, and that's brutal.
She's got good stats and can ramp and fix your mana in a big way, especially for Lessons.
Giving flashback to your spells is a huge deal, and things get especially silly when you have Lessons in the graveyard.
Sometimes you'll have good stuff to give away -- like a Food token -- but you won't always, and the baseline isn't great.
This is going to come down and kill something most of the time, sometimes something quite sizable. Then, you can trade it off for something and get even more value in the form of counters.
She's hard to cast and her Ally upside is a little bit too narrow.
5-mana for a 3/3 and a 1/1 isn't great, but her activated ability can offer a massive buff to your board, making almost any board state imposing.
In the early game this will be kind of like a better Manalith, and then it'll become a solid body on the board in the late game.
This can spit out lots of counters, but the stat-line's not great and there are many board states where the ability can't quite get going.
A three mana 1/2 flyer that makes a Clue is already pretty nice, and sometimes this can swing for three.
This'll come down and smash in for a big hit, and sometimes it'll immediately be indestructible and flying too -- and it certainly will get there on your next turn.
This can get you some lessons in the graveyard in the early game, which has some value, but the floor is pretty bad.
This is a great rate for two Ally bodies and it can slot into tons of decks thanks to the Hybrid cost.
Rummaging for free is really good, and rebuying your best spell at some point is good too. Obviously, not very meaningful in combat, though.
This can definitely grow in this format, but it starts out very inefficiently and needs at least a couple of counters in most cases to bring something back from the graveyard.
I'm already in on a two mana 1/1 with this "enters" trigger, and Sokka is definitely going to grow in this format.
If you can draw one card with this you're going to feel pretty good, and that's certainly doable.
His token friends are incredibly scary and it's really not that hard to make them.
She's gong to be pretty big most of the time, especially because she brings a friend along with her every time she attacks.
This has solid stats, can firebend like crazy, and has a powerful place to spend that mana.
It's great getting a clue up front, because it means you're also going to get a 1/1 when you sacrifice it, and the format has enough other good ways to sacrifice stuff for this to go off, but remember it won't trigger during your opponent's turn.
Her enters trigger can give you some nice value, and Earthbending any time you cast a spell can get out of hand in a hurry.
This set doesn't really have enough Artifacts for her to go wild for the most part -- especially in her colors, where there aren't very many Clues. But even if you can't animate your artifacts, she can still animate lands and grow land creatures every single turn.
A three mana 4/2 isn't a great baseline, but Firebending + reducing lesson costs is going to enable you to cast some spells much earlier.
This has passable stats and a solid place to spend firebending mana.
The stat-line isn't very good and the attack trigger isn't anything special either.
This is going to buff a whole bunch of your board, especially in Green/White.
There are enough things to sacrifice for this ability to offer a buff reasonably often. His firebending can even allow you to sacrifice a clue to get it going.
This offers some solid fixing and turns into a bad removal spell late, but I think you probably need a decent amount of waterbending to make this really reach it's ceiling.
A Manalith with very minor upside doesn't usually play very well in Limited.
The rate isn't great, but it does give you two pieces of sacrifice fodder.
This is a passable two drop, especially when you have sacrifice outlets.
It's expensive, but has a big impact on the board right away, and offers a significant buff on later turns. It can be particularly silly with Airbending.
This is an inefficient and awkward way to tap creatures down.
This might be huge and have a cool text box, but if you're behind when you play it you're usually still behind afterwards, and it can still die to tons of removal. If you spend 8 mana, a card should give you a huge advantage that can win you the game from any position. This definitely doesn't.
This set has lots of humans and allies, but you can't really play a 5 mana card that does nothing for a turn -- and that still does nothing on the next turn pretty often, because you just don't always have somewhere to spend the mana.
Having a land that turns into a mass +1/+1 counter effect -- a repeatable one -- is incredible, especially because it will almost always enter untapped in Limited.
This is effectively an Island that gives you some nice repetable card selection in the late game, and that's the kind of thing that can help you break parity.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This is a land with very little downside that is good at helping you go wide or make creatures bigger in the late game.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
While this is pretty much a Mountain with upside, the upside is super minimal. It can basically net you one very conditional mana, and that's it.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This land has very little downside and can spit out tokens that can very much become a win condition.
Filter lands that have a little bit of upside have all been pretty solid lately, and this is certainly one of those. Earthbending on it is sweet too because of Vigilance.
This isn't great for your mana, but it's activated ability can be relevant on enough boards -- especially in decks with lots Allies and/or humans -- that it's worth the hit to your mana sometimes. It's also an unblockable Earthbent creature!
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This whole cycle offers good fixing, and being able to cash them in for a card late, when you're flooding out, is pretty nice.
This does a decent job of filtering mana, and sometimes it'll make Lessons way easier to cast.
| Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
|---|---|---|---|---|---|---|
|
ss-common text-light||Sorcery — Lesson
|
2 | 0.4 | 14.00 | 1 | 9.00 | 4 |
|
ss-uncommon||Instant — Lesson
|
1.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light||Instant — Lesson
|
1.5 | 1.8 | 10.00 | 1 | 10.00 | 10 |
|
ss-uncommon|White|Legendary Creature — Human Avatar Ally
|
2.5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-rare|White|Enchantment
|
1 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|White|Instant — Lesson
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|White|Instant — Lesson
|
2 | 3.2 | 6.00 | 1 | 6.00 | 3 |
|
ss-uncommon|White|Legendary Creature — Bison Ally
|
2.5 | 3.9 | 4.00 | 1 | 3.00 | 3 |
|
ss-common text-light|White|Creature — Human Peasant Ally
|
1.5 | 0.4 | 14.00 | 1 | 7.00 | 30 |
|
ss-rare|White|Sorcery
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|White|Creature — Human Cleric Ally
|
2 | 1.4 | 11.00 | 1 | 7.00 | 8 |
|
ss-common text-light|White|Creature — Boar Elk Bird Ox
|
2 | 1.1 | 12.00 | 1 | 8.00 | 5 |
|
ss-uncommon|White|Sorcery
|
0 | 1.1 | 12.00 | 1 | 7.80 | 24 |
|
ss-uncommon|White|Creature — Human Soldier Ally
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|White|Creature — Human Soldier Ally
|
2.5 | -0 | 15.00 | 0 | 5.00 | 2 |
|
ss-uncommon|White|Instant — Lesson
|
2.5 | -0 | 15.00 | 0 | 8.00 | 3 |
|
ss-uncommon|White|Instant — Lesson
|
1.5 | -0 | 15.00 | 0 | 11.00 | 2 |
|
ss-uncommon|White|Sorcery
|
1.5 // 3.5 | 1.1 | 12.00 | 1 | 8.50 | 3 |
|
ss-common text-light|White|Creature — Human Pilot Ally
|
2 | 2.1 | 9.00 | 1 | 8.00 | 6 |
|
ss-uncommon|White|Artifact — Equipment
|
1.5 | -0 | 15.00 | 0 | 5.20 | 7 |
|
ss-rare|White|Legendary Creature — Human Warrior Ally
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|White|Creature — Human Warrior Ally
|
3 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|White|Creature — Human Rebel Ally
|
2.5 | 1.8 | 10.00 | 1 | 8.50 | 6 |
|
ss-common text-light|White|Creature — Human Warrior Ally
|
3 | -0 | 15.00 | 0 | 5.50 | 2 |
|
ss-mythic|White|Enchantment — Saga
|
4.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|White|Legendary Creature — Human Warrior Ally
|
3 | -0 | 15.00 | 0 | 1.50 | 3 |
|
ss-rare|White|Legendary Creature — Lemur Bat Ally
|
2.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|White|Legendary Creature — Lemur Bat Ally
|
3 | 2.9 | 7.00 | 1 | 7.00 | 1 |
|
ss-common text-light|White|Enchantment — Aura
|
3 | 2.9 | 7.00 | 2 | 6.50 | 6 |
|
ss-common text-light|White|Creature — Rabbit Kangaroo
|
2 | 1.4 | 11.00 | 1 | 8.50 | 5 |
|
ss-common text-light|White|Instant
|
2.5 | 4.3 | 3.00 | 1 | 5.50 | 2 |
|
ss-common text-light|White|Instant
|
1.5 | -0 | 15.00 | 0 | 9.50 | 6 |
|
ss-uncommon|White|Legendary Enchantment — Shrine
|
1.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|White|Enchantment
|
2.5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-mythic|White|Sorcery
|
5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-uncommon|White|Creature — Human Citizen
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|White|Creature — Human Soldier Ally
|
3 | -0 | 15.00 | 0 | 6.50 | 5 |
|
ss-uncommon|White|Creature — Human Soldier Ally
|
3.5 | 4.6 | 2.00 | 2 | 2.75 | 4 |
|
ss-common text-light|White|Instant — Lesson
|
2 | -0 | 15.00 | 0 | 10.00 | 6 |
|
ss-uncommon|Blue|Instant — Lesson
|
3.5 | -0 | 15.00 | 0 | 4.50 | 2 |
|
ss-uncommon|Blue|Creature — Spirit
|
2.5 | -0 | 15.00 | 0 | 9.00 | 2 |
|
ss-uncommon|Blue|Sorcery — Lesson
|
2.5 | 2.9 | 7.00 | 1 | 7.50 | 2 |
|
ss-uncommon|Blue|Sorcery
|
2 | -0 | 15.00 | 0 | 10.00 | 5 |
|
ss-uncommon|Blue|Sorcery
|
2.5 | -0 | 15.00 | 0 | 12.00 | 6 |
|
ss-common text-light|Blue|Creature — Human Pilot Ally
|
2 | -0 | 15.00 | 0 | 8.00 | 8 |
|
ss-common text-light|Blue|Creature — Human Warrior Ally
|
2.5 | 2 | 9.50 | 2 | 11.00 | 7 |
|
ss-common text-light|Blue|Creature — Human Advisor Ally
|
3.5 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-common text-light|Blue|Creature — Human Warrior Ally
|
2 | -0 | 15.00 | 0 | 13.00 | 4 |
|
ss-common text-light|Blue|Creature — Fish
|
2.5 | 1.8 | 10.00 | 1 | 11.00 | 8 |
|
ss-uncommon|Blue|Legendary Creature — Human Peasant Ally
|
2 | 3.1 | 6.33 | 3 | 8.00 | 6 |
|
ss-uncommon|Blue|Enchantment — Aura
|
2 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-common text-light|Blue|Creature — Lizard Bird Pirate
|
2 | -0 | 15.00 | 0 | 5.00 | 3 |
|
ss-uncommon|Blue|Artifact — Vehicle
|
3.5 | 4.3 | 3.00 | 5 | 4.00 | 9 |
|
ss-common text-light|Blue|Instant — Lesson
|
2.5 | 3.6 | 5.00 | 1 | 5.00 | 3 |
|
ss-uncommon|Blue|Legendary Creature — Human Warrior Ally
|
3 | -0 | 15.00 | 0 | 3.50 | 3 |
|
ss-uncommon|Blue|Creature — Fox Spirit
|
3.5 | -0 | 15.00 | 0 | 2.50 | 2 |
|
ss-mythic|Blue|Enchantment — Saga
|
5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-common text-light|Blue|Instant — Lesson
|
3 | 2.3 | 8.50 | 2 | 8.50 | 5 |
|
ss-uncommon|Blue|Legendary Creature — Human Advisor Ally
|
2 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Blue|Creature — Human Soldier Ally
|
2.5 | 2.1 | 9.00 | 1 | 5.00 | 12 |
|
ss-common text-light|Blue|Instant — Lesson
|
2.5 | -0 | 15.00 | 0 | 5.00 | 6 |
|
ss-common text-light|Blue|Creature — Otter Bird
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-common text-light|Blue|Creature — Human Peasant Ally
|
3 | -0 | 15.00 | 0 | 6.00 | 2 |
|
ss-mythic|Blue|Sorcery — Lesson
|
1 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Blue|Creature — Serpent
|
1.5 // 3.0 | -0 | 15.00 | 0 | 4.40 | 8 |
|
ss-uncommon|Blue|Instant — Lesson
|
2.5 | -0 | 15.00 | 0 | 6.00 | 2 |
|
ss-uncommon|Blue|Legendary Enchantment — Shrine
|
0 | 0.7 | 13.00 | 1 | 13.00 | 2 |
|
ss-rare|Blue|Sorcery
|
4 | -0 | 15.00 | 0 | 3.33 | 3 |
|
ss-uncommon|Blue|Legendary Creature — Human Pilot Ally
|
3 | 5 | 1.00 | 1 | 4.00 | 3 |
|
ss-rare|Blue|Creature — Cat Seal
|
1 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-rare|Blue|Legendary Creature — Human Performer Ally
|
4.5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-rare|Blue|Legendary Creature — Serpent
|
5 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-mythic|Blue|Legendary Creature — Bird Spirit
|
5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-rare|Blue|Enchantment
|
1.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-common text-light|Blue|Sorcery — Lesson
|
2.5 | -0 | 15.00 | 0 | 4.00 | 2 |
|
ss-uncommon|Blue|Artifact
|
1.5 // 3.0 | 0.4 | 14.00 | 1 | 10.00 | 3 |
|
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 3.6 | 5.00 | 2 | 8.00 | 4 |
|
ss-rare|Blue|Legendary Creature — Spirit Ally
|
2.5 | 3.8 | 4.50 | 2 | 3.67 | 3 |
|
ss-common text-light|Black|Instant — Lesson
|
2.5 | 1.4 | 11.00 | 2 | 11.00 | 5 |
|
ss-uncommon|Black|Legendary Creature — Human Noble
|
3.5 | 3.2 | 6.00 | 1 | 2.86 | 8 |
|
ss-common text-light|Black|Creature — Human Citizen
|
2 | 2.5 | 8.00 | 1 | 9.00 | 7 |
|
ss-rare|Black|Creature — Human Rogue Ally
|
3.5 | 4.6 | 2.00 | 1 | 1.50 | 2 |
|
ss-uncommon|Black|Creature — Bird Insect
|
2.5 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-common text-light|Black|Creature — Human Soldier
|
3 | -0 | 15.00 | 0 | 9.00 | 4 |
|
ss-common text-light|Black|Creature — Spider Beast
|
2.5 | 0.7 | 13.00 | 1 | 11.00 | 9 |
|
ss-uncommon|Black|Creature — Fish Crocodile
|
2.5 // 4.0 | 3.6 | 5.00 | 1 | 5.00 | 3 |
|
ss-common text-light|Black|Creature — Human Advisor
|
3 | 3.2 | 6.00 | 2 | 5.50 | 6 |
|
ss-common text-light|Black|Sorcery — Lesson
|
2 | -0 | 15.00 | 0 | 12.00 | 5 |
|
ss-rare|Black|Sorcery
|
3.5 | 4.6 | 2.00 | 2 | 1.67 | 3 |
|
ss-common text-light|Black|Sorcery
|
3.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Black|Sorcery
|
4 | 3.9 | 4.00 | 1 | 2.50 | 2 |
|
ss-uncommon|Black|Instant
|
0 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-rare|Black|Legendary Artifact — Vehicle
|
4.5 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-uncommon|Black|Creature — Human Artificer
|
2.5 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-uncommon|Black|Artifact Creature — Wall
|
1.5 | 3.2 | 6.00 | 1 | 6.00 | 1 |
|
ss-common text-light|Black|Creature — Human Ranger Ally
|
2 | 1.4 | 11.00 | 1 | 13.00 | 5 |
|
ss-rare|Black|Sorcery
|
0 | -0 | 15.00 | 0 | 6.25 | 5 |
|
ss-uncommon|Black|Instant
|
4 | 4 | 3.67 | 3 | 3.00 | 6 |
|
ss-common text-light|Black|Creature — Boar Monkey
|
2 | 1.4 | 11.00 | 2 | 12.00 | 9 |
|
ss-uncommon|Black|Creature — Human Advisor
|
2.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Black|Legendary Creature — Human Mercenary
|
3.5 | 4.6 | 2.00 | 1 | 1.50 | 3 |
|
ss-uncommon|Black|Legendary Creature — Human Advisor
|
1 | 3.9 | 4.00 | 2 | 5.00 | 2 |
|
ss-rare|Black|Legendary Creature — Human Noble Ally
|
2.5 | 5 | 1.00 | 3 | 1.00 | 3 |
|
ss-common text-light|Black|Creature — Human Peasant Ally
|
2 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-uncommon|Black|Legendary Enchantment — Shrine
|
0 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-rare|Black|Enchantment
|
4.5 | 4.8 | 1.67 | 3 | 1.67 | 3 |
|
ss-uncommon|Black|Sorcery — Lesson
|
2 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-mythic|Black|Artifact — Vehicle
|
4.5 | 3.9 | 4.00 | 1 | 4.00 | 1 |
|
ss-common text-light|Black|Creature — Human Pirate
|
1.5 | -0 | 15.00 | 0 | 9.00 | 4 |
|
ss-rare|Black|Creature — Bird Assassin
|
4.5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-mythic|Black|Enchantment — Saga
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon|Black|Sorcery — Lesson
|
0.5 | -0 | 15.00 | 0 | 9.50 | 6 |
|
ss-common text-light|Black|Instant
|
3 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-common text-light|Black|Enchantment — Aura
|
2.5 | 3.9 | 4.00 | 2 | 4.00 | 2 |
|
ss-uncommon|Black|Artifact — Vehicle
|
1.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Black|Creature — Wolf Bat
|
2 | 2.9 | 7.00 | 1 | 7.00 | 2 |
|
ss-uncommon|Black|Instant
|
2 | 3.6 | 5.00 | 1 | 3.75 | 4 |
|
ss-common text-light|Red|Creature — Boar Porcupine
|
1.5 | -0 | 15.00 | 0 | 8.00 | 5 |
|
ss-common text-light|Red|Sorcery
|
2 | 1.1 | 12.00 | 1 | 9.00 | 12 |
|
ss-uncommon|Red|Enchantment — Saga
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Red|Legendary Creature — Human Assassin
|
2 | -0 | 15.00 | 0 | 8.00 | 1 |
|
ss-uncommon|Red|Instant — Lesson
|
3.5 | 4.6 | 2.00 | 2 | 1.80 | 5 |
|
ss-uncommon|Red|Legendary Enchantment — Shrine
|
1 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Red|Instant
|
2.5 | -0 | 15.00 | 0 | 7.00 | 3 |
|
ss-common text-light|Red|Creature — Human Rebel Ally
|
1.5 | -0 | 15.00 | 0 | 12.50 | 7 |
|
ss-mythic|Red|Enchantment
|
3 | 5 | 1.00 | 1 | 2.00 | 3 |
|
ss-uncommon|Red|Instant
|
2.5 | -0 | 15.00 | 0 | 7.00 | 1 |
|
ss-common text-light|Red|Creature — Human Soldier
|
2 | -0 | 15.00 | 0 | 7.00 | 5 |
|
ss-common text-light|Red|Creature — Human Soldier
|
2.5 | -0 | 15.00 | 0 | 8.50 | 7 |
|
ss-uncommon|Red|Creature — Human Cleric
|
3.5 | 3.6 | 5.00 | 3 | 5.00 | 5 |
|
ss-rare|Red|Enchantment
|
3 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-common text-light|Red|Instant — Lesson
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-rare|Red|Creature — Human Monk
|
2.5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-common text-light|Red|Instant — Lesson
|
1.0 // 2.5 | 0.4 | 14.00 | 1 | 8.50 | 5 |
|
ss-uncommon|Red|Sorcery — Lesson
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Red|Legendary Creature — Human Rebel Ally
|
3 | -0 | 15.00 | 0 | 10.00 | 2 |
|
ss-uncommon|Red|Sorcery
|
2.5 | -0 | 15.00 | 0 | 11.00 | 4 |
|
ss-rare|Red|Instant
|
3 | 3.9 | 4.00 | 1 | 4.00 | 1 |
|
ss-common text-light|Red|Instant
|
3.5 | -0 | 15.00 | 0 | 3.00 | 2 |
|
ss-uncommon|Red|Legendary Creature — Human Noble
|
3 | 4.6 | 2.00 | 2 | 2.67 | 3 |
|
ss-common text-light|Red|Creature — Mongoose Lizard
|
2.5 | -0 | 15.00 | 0 | 9.00 | 6 |
|
ss-uncommon|Red|Sorcery — Lesson
|
0 | -0 | 15.00 | 0 | 5.50 | 2 |
|
ss-rare|Red|Instant — Lesson
|
2.5 | 3.1 | 6.33 | 3 | 6.00 | 4 |
|
ss-common text-light|Red|Creature — Human Mercenary
|
2.5 | -0 | 15.00 | 0 | 10.50 | 8 |
|
ss-uncommon|Red|Instant — Lesson
|
2.0 // 3.0 | -0 | 15.00 | 0 | 3.50 | 2 |
|
ss-mythic|Red|Sorcery
|
0 | -0 | 15.00 | 0 | 7.00 | 1 |
|
ss-uncommon|Red|Creature — Cat Armadillo
|
1.5 | -0 | 15.00 | 0 | 6.83 | 9 |
|
ss-common text-light|Red|Creature — Human Rebel Ally
|
3 | -0 | 15.00 | 0 | 9.00 | 3 |
|
ss-uncommon|Red|Artifact — Equipment
|
2 | -0 | 15.00 | 0 | 8.00 | 1 |
|
Ty Lee, Artful Acrobat
2.5 I don't like the stat-line, but I do like the attack trigger and Prowess.
ss-uncommon|Red|Legendary Creature — Human Performer
|
2.5 | -0 | 15.00 | 0 | 8.00 | 1 |
|
ss-uncommon|Red|Artifact — Vehicle
|
1.5 | 1.8 | 10.00 | 1 | 3.29 | 8 |
|
ss-rare|Red|Creature — Human Rebel Ally
|
4 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-common text-light|Red|Creature — Human Archer
|
2 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-rare|Red|Legendary Creature — Human Soldier
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Red|Legendary Creature — Human Noble
|
3.5 | 3.8 | 4.50 | 2 | 2.71 | 9 |
|
ss-uncommon|Green|Instant
|
4 | 4.6 | 2.00 | 3 | 3.86 | 8 |
|
ss-rare|Green|Enchantment — Aura
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|Green|Creature — Badger Mole
|
2.5 | 0.7 | 13.00 | 1 | 7.50 | 5 |
|
ss-uncommon|Green|Legendary Creature — Human Warrior Performer
|
2.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Green|Legendary Creature — Human Noble Ally
|
3.5 | 4.5 | 2.50 | 2 | 6.00 | 5 |
|
ss-common text-light|Green|Instant — Lesson
|
2 | 2.5 | 8.00 | 1 | 6.50 | 6 |
|
ss-rare|Green|Creature — Human Citizen Ally
|
4 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Green|Creature — Human Soldier Ally
|
3 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|Green|Sorcery
|
3 | 4.4 | 2.67 | 3 | 3.50 | 5 |
|
ss-rare|Green|Enchantment
|
3.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|Green|Sorcery — Lesson
|
2.5 | -0 | 15.00 | 0 | 11.50 | 16 |
|
ss-rare|Green|Creature — Human Soldier Ally
|
2 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-rare|Green|Instant — Lesson
|
0 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-uncommon|Green|Legendary Creature — Ape Goat
|
3.5 | 3.4 | 5.50 | 2 | 4.20 | 5 |
|
ss-common text-light|Green|Creature — Human Plant Ally
|
2 | 1.4 | 11.00 | 1 | 11.50 | 6 |
|
ss-rare|Green|Creature — Human Scout Ally
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-uncommon|Green|Legendary Creature — Human Peasant Ally
|
2.5 | 2.9 | 7.00 | 1 | 5.50 | 2 |
|
ss-uncommon|Green|Enchantment
|
2 | -0 | 15.00 | 0 | 6.33 | 8 |
|
ss-uncommon|Green|Legendary Enchantment — Shrine
|
1 | -0 | 15.00 | 0 | 9.00 | 4 |
|
ss-uncommon|Green|Enchantment — Saga
|
4 | -0 | 15.00 | 0 | 7.00 | 3 |
|
ss-mythic|Green|Enchantment — Saga
|
4 | 5 | 1.00 | 1 | 2.50 | 2 |
|
ss-common text-light|Green|Instant — Lesson
|
2.5 | 3.9 | 4.00 | 1 | 8.00 | 7 |
|
ss-common text-light|Green|Creature — Bird Horse
|
3.5 | 2.7 | 7.50 | 2 | 8.00 | 30 |
|
ss-common text-light|Green|Instant
|
2 | -0 | 15.00 | 0 | 10.00 | 3 |
|
ss-common text-light|Green|Creature — Human Citizen
|
3 | 2.1 | 9.25 | 4 | 5.83 | 27 |
|
ss-common text-light|Green|Creature — Human Peasant Ally
|
2.5 | 2 | 9.50 | 2 | 10.00 | 8 |
|
ss-uncommon|Green|Sorcery — Lesson
|
1.5 // 3.0 | -0 | 15.00 | 0 | 8.00 | 1 |
|
ss-common text-light|Green|Instant
|
3.5 | 3.6 | 5.00 | 2 | 7.00 | 7 |
|
ss-common text-light|Green|Creature — Elk Cat
|
2.5 | -0 | 15.00 | 0 | 7.00 | 4 |
|
ss-uncommon|Green|Sorcery — Lesson
|
2.5 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-uncommon|Green|Sorcery — Lesson
|
2.5 | 3.9 | 4.00 | 1 | 5.20 | 9 |
|
ss-uncommon|Green|Artifact Creature — Scarecrow
|
3.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-uncommon|Green|Legendary Creature — Human Warrior Ally
|
3.5 | -0 | 15.00 | 0 | 2.00 | 4 |
|
ss-uncommon|Green|Sorcery — Lesson
|
3 | 3.6 | 5.00 | 1 | 4.00 | 3 |
|
ss-common text-light|Green|Creature — Turtle Bird
|
1.5 | 0.6 | 13.40 | 5 | 10.75 | 66 |
|
ss-uncommon|Green|Creature — Human Citizen
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light|Green|Creature — Human Soldier Ally
|
2 | -0 | 15.00 | 0 | 9.50 | 5 |
|
ss-rare|White|Blue|Green|Legendary Creature — Human Avatar Ally
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|Blue|Red|Instant — Lesson
|
2.5 | 2.9 | 7.00 | 1 | 4.50 | 4 |
|
ss-uncommon|White|Blue|Enchantment
|
3 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-mythic|White|Blue|Red|Green|Legendary Creature — Human Avatar Ally
|
4 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-rare|Blue|Black|Legendary Creature — Human Noble Rogue
|
5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|Black|Green|Creature — Human Mercenary
|
5 | 4.6 | 2.00 | 1 | 1.75 | 4 |
|
ss-uncommon|Red|Green|Enchantment
|
2.5 | -0 | 15.00 | 0 | 6.00 | 2 |
|
ss-mythic|Red|Green|Legendary Creature — Human Noble Ally
|
5 | -0 | 15.00 | 0 | 1.00 | 2 |
|
ss-common text-light|White|Blue|Creature — Cat Bird
|
2 | 0.7 | 13.00 | 1 | 11.50 | 7 |
|
ss-uncommon|Black|Red|Creature — Human Soldier
|
3 | 3 | 6.50 | 2 | 4.33 | 10 |
|
ss-uncommon|Black|Green|Creature — Human Soldier
|
3.5 | 4.6 | 2.00 | 1 | 2.00 | 2 |
|
ss-uncommon|Blue|Red|Creature — Dragon Insect
|
4 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-common text-light|White|Green|Creature — Human Soldier
|
2.5 | 1.8 | 10.00 | 1 | 10.00 | 8 |
|
ss-rare|White|Green|Creature — Human Soldier Ally
|
4 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-common text-light|Red|Green|Creature — Human Warrior Performer
|
2 | -0 | 15.00 | 0 | 4.50 | 2 |
|
ss-common text-light|Black|Green|Creature — Human Soldier Rogue
|
2.5 | 2.5 | 8.00 | 1 | 5.50 | 5 |
|
ss-rare|Blue|Black|Red|Legendary Creature — Human Noble
|
3 | -0 | 15.00 | 0 | 3.75 | 4 |
|
ss-uncommon|Blue|Black|Creature — Human Druid Ally
|
4 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-uncommon|Blue|Green|Legendary Creature — Human Monk Ally
|
2.0 // 3.5 | 2.7 | 7.50 | 2 | 5.50 | 9 |
|
ss-uncommon|Blue|Black|Legendary Creature — Human Warlock
|
3.5 | 2.5 | 8.00 | 1 | 3.00 | 6 |
|
ss-uncommon|White|Black|Legendary Creature — Bear Spirit
|
2.5 | 3.9 | 4.00 | 3 | 4.57 | 10 |
|
ss-uncommon|Blue|Green|Creature — Human Druid Ally
|
4 | 4.8 | 1.50 | 2 | 3.29 | 9 |
|
ss-rare|Blue|Red|Green|Legendary Creature — Human Noble Ally
|
4.5 | 4.2 | 3.33 | 3 | 2.75 | 4 |
|
ss-rare|White|Red|Legendary Creature — Human Citizen Ally
|
2 | 2.5 | 8.00 | 1 | 3.67 | 3 |
|
ss-uncommon|White|Red|Legendary Creature — Human Rebel Ally
|
4 | 3.7 | 4.67 | 3 | 3.60 | 6 |
|
ss-rare|White|Blue|Green|Legendary Creature — Human Warrior Ally
|
1.5 | -0 | 15.00 | 0 | 2.00 | 3 |
|
ss-rare|White|Blue|Legendary Creature — Human Warrior Ally
|
3.5 | 5 | 1.00 | 1 | 1.00 | 2 |
|
ss-rare|Blue|Green|Legendary Creature — Elder Cat Turtle
|
2.5 | 2.5 | 8.00 | 1 | 8.00 | 1 |
|
ss-uncommon|Black|Green|Legendary Creature — Human Advisor
|
3 | 4.6 | 2.00 | 1 | 1.50 | 4 |
|
ss-common text-light|Blue|Black|Creature — Bird Scout
|
2.5 | 4.5 | 2.50 | 2 | 2.50 | 4 |
|
ss-mythic|Black|Red|Legendary Creature — Human Noble
|
4.5 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-common text-light|Blue|Green|Creature — Platypus Bear
|
2 | 2.9 | 7.00 | 1 | 6.00 | 2 |
|
ss-common text-light|White|Black|Creature — Human Citizen Ally
|
3.5 | 4.6 | 2.00 | 1 | 3.50 | 4 |
|
ss-uncommon|Blue|Red|Legendary Creature — Human Advisor Ally
|
3 | 2.1 | 9.00 | 1 | 9.00 | 3 |
|
ss-rare|White|Black|Creature — Human Rogue
|
2.5 | -0 | 15.00 | 0 | 6.20 | 9 |
|
ss-rare|Blue|Red|Legendary Creature — Human Warrior Ally
|
3.5 | -0 | 15.00 | 0 | 3.00 | 3 |
|
ss-uncommon|White|Blue|Legendary Creature — Human Warrior Ally
|
3 | 4.3 | 3.00 | 1 | 3.00 | 1 |
|
ss-rare|White|Blue|Red|Legendary Creature — Human Warrior Ally
|
4.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|White|Green|Legendary Creature — Human Warrior Ally
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-uncommon|White|Red|Creature — Human Warrior Ally
|
4 | 4.6 | 2.00 | 1 | 4.50 | 2 |
|
ss-uncommon|White|Black|Enchantment
|
3 | -0 | 15.00 | 0 | 3.00 | 1 |
|
ss-rare|Red|Green|Legendary Creature — Human Warrior Ally
|
4 | 5 | 1.00 | 1 | 1.00 | 1 |
|
ss-rare|White|Red|Green|Legendary Creature — Human Warrior Ally
|
3.5 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-uncommon|Red|Green|Legendary Creature — Human Noble Ally
|
2.5 | -0 | 15.00 | 0 | 5.00 | 1 |
|
ss-common text-light|Black|Red|Creature — Human Soldier
|
2.5 | 1.2 | 11.50 | 2 | 12.00 | 6 |
|
ss-common text-light|White|Red|Creature — Human Bard Ally
|
2 | -0 | 15.00 | 0 | 9.00 | 2 |
|
ss-uncommon|White|Green|Creature — Human Soldier Ally
|
3.5 | 3.2 | 6.00 | 1 | 6.00 | 1 |
|
ss-uncommon|Black|Red|Legendary Creature — Human Soldier
|
2.5 | -0 | 15.00 | 0 | 11.00 | 4 |
|
ss-common text-light||Artifact
|
2 | -0 | 15.00 | 0 | 3.50 | 6 |
|
ss-common text-light||Artifact
|
1.5 | 2.1 | 9.00 | 1 | 6.50 | 6 |
|
ss-uncommon||Artifact — Vehicle
|
1.5 | 1.1 | 12.00 | 1 | 7.71 | 14 |
|
ss-common text-light||Artifact — Equipment
|
2 | 1.1 | 12.00 | 1 | 11.50 | 7 |
|
ss-uncommon||Artifact — Equipment
|
2.5 | 2.1 | 9.00 | 1 | 9.00 | 3 |
|
ss-uncommon||Artifact — Equipment
|
1.5 | 0.4 | 14.00 | 1 | 14.00 | 3 |
|
ss-mythic||Legendary Artifact Creature — Wall
|
0 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-mythic||Artifact
|
0 | 4.6 | 2.00 | 1 | 2.00 | 1 |
|
ss-rare||Land
|
3.5 | -0 | 15.00 | 0 | 1.00 | 1 |
|
ss-rare||Land
|
3 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light||Land
|
2.5 | 0.7 | 13.00 | 1 | 12.50 | 4 |
|
ss-rare||Land
|
3.5 | 3.2 | 6.00 | 1 | 5.00 | 4 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 7.50 | 4 |
|
ss-rare||Land
|
2.5 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 6.50 | 2 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 4.00 | 1 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 6.00 | 1 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 2.00 | 2 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 7.00 | 3 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 10.00 | 2 |
|
ss-rare||Land
|
3.5 | 2.9 | 7.00 | 1 | 4.00 | 5 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 9.00 | 8 |
|
ss-rare||Land — Cave
|
2 | -0 | 15.00 | 0 | 2.00 | 1 |
|
ss-common text-light||Land
|
2.5 | -0 | 15.00 | 0 | 5.00 | 2 |
|
ss-common text-light||Land
|
2.5 | 1.8 | 10.00 | 1 | 5.75 | 10 |
|
ss-uncommon||Land
|
2.5 | -0 | 15.00 | 0 | 7.00 | 3 |
|
ss-common text-light||Basic Land — Plains
|
-0 | 15.00 | 0 | 8.00 | 5 | |
|
ss-common text-light||Basic Land — Island
|
-0 | 15.00 | 0 | 7.00 | 8 | |
|
ss-common text-light||Basic Land — Swamp
|
-0 | 15.00 | 0 | 10.00 | 5 | |
|
ss-common text-light||Basic Land — Mountain
|
0.4 | 14.00 | 1 | 12.50 | 7 | |
|
ss-common text-light||Basic Land — Forest
|
-0 | 15.00 | 0 | 10.50 | 7 |
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: