We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
This 5 mana to add 5/5 to the board, and at least 3/3 of that has an evasive key word ability. The Quartermaster will pretty regularly find a way to create attacks that just weren’t there before, and she gives you value even if she dies right away. It does need the two creatures to already be in play to get the full value but making that happen before you cast it shouldn’t be too challenging. Also, +1/+1 counters are a big theme in this set, especially in GW.
+6/+6 worth of stats spread across three creatures and Vigilance is going to be enough to enable attacks on a whole lot of boards, between the stats and the fact that you can still have the creatures hang back to block, which really matters in a race. Sure, you need a board state for this to do its thing, and you have to be a little cautious about when you use it, but it seems like this can bust a game wide open early, and break through a stalled board late, and that seems like a pretty nice overall.
Two to play and two to equip for +2/+0 is a sort of decent rate. It enables attacks you didn’t have before, although not raising toughness isn’t something I love, since it generally means your creature won’t have a better chance of surviving combat. We’ve seen Equipment with the same cost and boost before, and they are usually not that good. However, with Training a pretty big mechanic in White, I do think you end up playing this as your 23rd or 24th card a decent chunk of the time. And yeah, I know, it gets better if you pair it with Groom’s Finery, but they are both Uncommon so getting more than one copy of each isn’t ultra likely, and getting them both in play at the same time won’t happen a ton, though when it does it will be nice.
This is an entirely customizable Wrath effect, and that seems very powerful. If you just want a straight up Wrath, pick 13. What makes it extra great, though, is that you can use it in situations where your creatures outnumber your opponents already, to wipe their whole board and hold on to some of your stuff. Basically, you’re going to get a reset button to bail you out of an unwinnable situation, or you can use it to put yourself way ahead of your opponent on the board. That’s definitely a bomb.
The vampire part of the card mostly won’t matter in Limited -- you have to be exiling something your opponent has multiple copies of, after all. Mostly, this is a two mana removal spell that gets rid of mana value 3 or less things for two mana. That’s probably just enough to be premium removal, especially in a set with Disturb creatures, most of which are small enough that this can exile.
This has passable stats and an ability that will gain you some life. There are a decent number of Enchantments in White, so I think you’ll pretty much always end up playing it. The life gain is welcome in the BW deck, and the Enchantment payoff is welcome in UW, but I don’t think you’re overjoyed for it in either.
This kind of creature always overperforms. Tapping down a defending creature is a huge deal, and really alters how your opponent plays the game. Being a 2/1 is a bit of a bummer, but the fact that you can disturb this later in the game to give a more formidable creature that ability is pretty appealing. I think you can take this pretty early.
This looks like a nice Common to me! It is a bear on one side, and then can come back as a pretty nice Aura late. Look at it as a creature who can trade and leave an Aura behind, and that sounds pretty good.
This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
A 3-mana 4/4 with Flying and Defender is already a reasonably playable card, at least in slower decks. It has great stats for the cost and can block for a very long time. But the great thing is, it doesn’t stay that way! It will take a few turns, but eventually the Judge can actually attack! And then, if your opponent manages to kill it, you can Disturb it late to put your opponent on a fast clock. Of course, it costs 7 mana to disturb, so it will be hard to get there consistently. Now, all the stuff with these counters is super slow, and there are going to be times where this card just couldn’t get you there because it is slow, but its still really good.
This is a nice Common. Two mana to kill an attacking creature is often a card that makes the cut. You don’t love it if you’re aggressive because it doesn’t get blockers out of the way, but it is efficient enough to be fine. Adding the Cleave upside means that in the late game it can deal with anything, and that’s nice.
This is a nice aggressive creature. You can attack with it for free a lot of the time, since if things go sideways on you can just flicker it. That also means it pairs well with Training. And, in the late game, gaining first strike is no joke!
This looks like a nice Common. Because it has Flying, it will often be able to attack with other creatures that are bigger than it, so it can grow throughout the game, and even just getting one counter on it will feel pretty good. This seems like the kind of Common that will be the bread and butter of aggressive decks in this format.
A 4-mana 2/2 Flyer isn’t that impressive, but the fact it can bring a creature to the sky with it increases your chances of being able to trigger Training, and this thing will just keep getting bigger, while bringing other creatures into the sky, which sounds pretty good.
So, obviously, you need a decent number of Enchantments or this is pretty useless -- and you probably shouldn’t really expect to get the flying and Vigilance part going. However, just the ability to make creature tokens can be worth it in the right deck -- and in particular, that deck will be the UW one, which will be able to run a bunch of enchantments in the form of disturb creatures, and that’s also the color pair that will have the most spirits. So ending up with like 7 Enchantments in that deck won’t be as hard as it normally would be, though I still don’t really think it will be easy exactly, especially because you need a mix of Spirits and Enchantments. And, while some cards are both of those, they are only those on one side or the other, so you won’t get the value of having both. Obviously, this is a build around, because I think it will be an F or close to it in just about every White deck, but it definitely has an impressive ceiling -- cranking out tokens is no joke. I think a realistic ceiling for it in a good UW deck is probably a 4.
This doesn’t have the best base stats, but it is a nice little life gain enhancer, and the fact it can gain life gain itself means it does stuff even if its your only life gain card -- and generally, it won’t be.
A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
A one mana ½ with Training is already kind of a decent card, and that’s mostly what this will feel like, though of course having the Disenchant effect as an option is nice.
So, let’s assume your deck has 0 other Enchantments or Spirits -- that won’t be the case, but its a good place to start! In that deck, she would be a three mana 1/1 with Flying, Lifelink, and protection from a relevant creature that, which can disturb into an Aura that gives +1/+1 flying, lifelink, and protection from Vampires. That would already be a playable card. The aura granting those key words and stats boost is especially nice -- and the thing is, your deck is going to have way more spirits and Enchantments than that! Even just having her be a 2/2 or the Aura give +2/+2 is a huge upgrade. She’s obviously at her best in UW, which is the most Spirit and Enchantment happy, but because the baseline is so reasonable, you can probably play her in any White deck and be reasonably happy. I think it is going to be a real pain to deal with either side of this. I think she’s a bomb.
This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
This looks pretty good, though I think you basically always want to at least be splashing Red to get the full value out of it. Two mana to do one for each creature you control and gain that much life is a card you’d play in most aggro decks anyway. It definitely takes some set up, but as long as you have two creatures, you’re getting an okay deal. Of course, it gets way more flexible if you can Cleave it, and being an X damage spell at instant speed that gains you life is pretty serious. Overall, this thing looks quite nice. Its effectively a split card with two pretty nice options.
This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
A one mana 1/1 with Vigilance is kind of alright in this format, since there is an Aura deck and a +1/+1 counter deck, but it gets a lot better with its ability to make something gain lifelink and indestructibility. Those two keywords are huge, and this is going to have some serious impact on the board if you have a creature with a counter somewhere, as your opponent has to respect this ability or get completely wrecked.
You would always play a two mana 2/2 that gains you life every time a creature you control dies, especially in a deck with a life gain archetype! I always loved Limited cards that help you do the thing and then pay off for the thing, because that means they can fuel themselves, and that’s certainly what we have here. Gaining 3 life and transforming this is a very doable thing once you add a little more life gain to the mix, and this thing is a pretty tough customer once its a ⅗ that can gain death touch.
This will get bigger relatively easy since it starts with one power. One kind of awkward thing about it, though, is the fact that if you play this as your two drop, it almost definitely won’t be growing on turn three. It is nice that it pays you off for counter stuff more generally too, but this seems pretty awkward to curve out with, and I think that hurts its grade a little.
This kills X/2s pretty efficiently, but its situational in two different ways, and I don’t love that. The creature has to be small and attacking or blocking. Scry is some minor additional value, but yeah, this falls well short of being premium removal. Its just a solid playable. I’m giving it 2.5.
There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
GW has the most humans, but every White deck in this format will have enough Humans for you to play this, and when you get to draw that card, you’re getting quite the 2-for-1, as this 3/2 can really effectively trade for stuff or attack.
This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
This takes some significant set up to do its thing, but once it is doing, it will do a pretty good impression of Vicious Cathar from the last set! Ideally, you play this on turn three when you have a two-power creature around, and attack on the next turn, removing your opponent’s most relevant creature, and things can really snowball from there! It probably won’t be super easy to get it to exile more than a couple of things, and you eventually have to stop attacking because it will get a bit outclassed, but it will really swing the early game wildly in your favor, and even in the late game your opponent has to make sure they are leaving back enough blockers that they can survive this triggering. You can also use it to exile stuff from your own graveyard in the late game, which will put your opponent in an awkward position -- they can’t kill it, or you’ll start reanimating stuff! I think this is gets in the lower range of “bomb.”
This is White’s usual aura-based premium removal. Now, there’s a very real chance this is worse than normal, since Exploit is in the format, but I still think the efficiency of the card is worth it -- 3 mana completely removes the card from combat, allowing you to attack and take advantage right away, and its nice that in the late game you can get rid of the creature entirely and get a Blood token out of the deal.
So, GW has a lot of +1/+1 counters around, even apart from the Training mechanic, and I think that probably means that this is very realistic to build around in that color pair. Even outside of that color pair, if you have enough cards that give you +1/+1 counters it could be worth it. Now, the downside of the card is that it costs a whopping SIX mana, and will only do a thing if you’re set up for it, otherwise it won’t impact the board at all, and that’s going to be pretty brutal. I think you won’t be able to play this at all in an average White deck in this format, but that it will work out reasonably well for you in GW.
This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
This is a neat reprint. A two mana 2/1 with First Strike is a very nice card for Limited, and this one comes with a nice tax effect. Now, it isn’t exactly like you’ll be playing her in a deck with 0 cards that are affected by the tax, but generally speaking, you’re going to be coming out ahead when you play this, since you’re the one who has such an efficient creature, and your opponent meanwhile suffers from the tax without any upside. Obviously, she dies to a whole lot, but because she makes the stuff she dies from cost more mana most of the time, that’s not a big deal, especially since she only costs two!
This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
This works well within the UW archetype. Having double strike is good for Auras, and then it of course becomes an Aura at some point after it dies, and giving double strike in the right situation can be pretty big. A two mana 1/1 with Double Strike is kind of an alright deal too, and also pairs well with +1/+1 counters.
A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.
This is a reprint, and it was pretty nice in Limited last time. We usually get an effect that costs 3 or 4 and kills big things, so having it at two mana is a huge upgrade, and if it doesn’t have a target, the other mode comes up sometimes. You can use it to save a creature, sometimes creating big blow outs. As a removal spell alone I don’t quite think its premium because it is conditional, but the additional mode does enough to give this the kind of grade a card in the lower ranger of “premium” would get.
This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
This is a really, really good life gain payoff, and this format has a legit life gain deck. It is, in most ways, a better Ajani’s Pridemate. It will be really great in a deck that goes hard on life gain, but it has a pretty good baseline as a two mana 2/2, and it also likes +1/+1 counters regardless of where they come from, which makes it a nice fit for GW too. It getting Flying and Vigilance is something that will happen reasonably often, but you should probably never expect it to be indestructible. I think most decks will get some nice performances out of this card. It has a reasonable floor and a very high ceiling.
This looks pretty good to me. Sure, it will be a bit slow in the late game sometimes, but the fact that it gives you value the turn you play it definitely matters. Generally drawing a card is going to be better than getting a 1/1, but you’ll take either! Then, a few turns later, it becomes an Anthem, and that’s certainly going to make your board into something pretty scary, whether you’ve been making tokens or drawing extra cards, you’re probably going to be able to go pretty wide.
This is very good. A 3-mana ⅔ Flyer is already like a 2.5, and this comes with an ability that will draw you a card every now and then, and even if you only net one card from it, you’re going to be doing well, anything beyond that, and you’re doing great! Without even trying your deck will have lots of creatures who trigger this.
We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
So, a 3-mana 0/4 that Scries 2 is something that you would already play in mid-range or control decks. Scry 2 has a very real impact on the quality of cards you draw! So, the upside that sacrificing this gives you a 4/4 that is unblockable is pretty spicy. And, given that Explot is a mechanic in this set, it means that sacrificing this won’t really be difficult to come by. In fact, the Scry might help you find something!
A 2/3 flyer for three that hates on the graveyard is a great place to start – and the fact that this lets you start casting stuff off the top is amazing. Now, you do have to have the things to target to really get to reap the rewards of that effect. Keep in mind that you don’t really want to hit a land, because the effect only lets you cast spells from the top, and lands aren’t spells. But any other permanent type works, with creature the one you most want to hit in most decks. This will threaten your opponent in the sky while also effectively drawing you cards, and I think that makes this a bomb.
This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Obviously, casting this on turn one is close to impossible in Limited, but if you just trade your two drop and then cast this on turn three plus another spell, that seems pretty spicy. Its also big enough that its decent all game long, so even if you don’t play it until turn 4 or something it will be okay, especially if you’re double spelling. The nice thing too is that if you’re milling yourself, you can cash it in for a card from your graveyard. And, if you trade with it and use the ability from the graveyard, you get a 2-for-1!
This is a strange card. It can have a big impact on the game, but it is mostly only going to be worth it if your opponent is ahead of you on board. The good news is, that if they are , you’re probably going to get to draw some cards too. The downside is that, unless you have some mana left over, you may end up losing some of your cards because you’ll have so many. If you’re ahead, it doesn’t make a whole lot of sense to use it. I also don’t love that, if your opponent has the best nonland permanent in play, they’re still going to be ahead of you. I am skeptical of this. Most cards we’ve seen that do mass bounce stuff have been underwhelming in Limited, and I’m going to err on that side of things.
This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
A 4-mana 3/3 Flyer always feels pretty good, and this lets you surveil every time you play a noncreature spell. That’s not the most exciting payoff ever, but it does improve your draws over time while also loading the graveyard, and the fact it starts out with such a good baseline is pretty nice.
This has a nice Exploit trigger, as it lets you trade whatever you Sacrifice for a full card, while still adding a 5-mana ⅗ body to the board, and that’s going to do a whole lot to stabilize you or pull you ahead.
This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
3-mana 3/1 flyers are often playable anyway, and this one has a very nice trigger. You’ll be straight up tapping things in situations where doing so allows for better attacks -- and that happens a lot! But the fact it can also lock down creatures for a couple of turns is nice too, as your opponent will find themselves in a sticky situation. Can they really afford to attack if the Geist locks down their creature? If you play it in your first main phase, you end up getting one of those abilities immediately! Yeah, this is great.
This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
I’m always a bit skeptical of counter magic in Limited. This is a bad mana leak a big chunk of the time, and sometimes it will cost two or one, which will obviously feel much better, but you still have to hold it up at the right time for it to do its thing, and it has waning value as the game goes on and players have more mana.
This set has lots of Zombie of course, especially in UB, so he will often come down and give a Zombie or Zombies in play Flying right away. Then, his ability makes it so you can give up creatures to make more Zombies. Now, in a lot of ways, that ability just reads “U, Tap: Give target creature Flying,” but uh..that’s actually pretty good, and sometimes you’ll be sacrificing a creature who is no longer relevant at all, and that’s a huge upgrade.
This looks quite good to me. An unblockable 4-mana 3/3 is nice, and that’s what this will usually be! Then, once it goes down, it can lend that powerful unblockability to one of your other creatures, essentially giving you two creatures that are must-kills over the course of a game. Now, ideally, the creature is big enough to really be a problem, and you won’t always be able to pull that off. It does get some bonus points too from being a great place to put Disturb Auras since...you know, it can’t be blocked a lot of the time.
7 mana is a lot, so when you spend that much, you want to be playing something that has a huge impact on the game -- and this certainly will! You can flash it in to ambush and kill just about any creature out there -- a ⅞ is just that big, and then once you untap, you will start being able to bounce things, and even return spells on the stack to their owner’s hand! Now, you can only do that lost part with Instants obviously, so bouncing nonland permanents is probably where you’re going to go most of the time. There might be times where you untap and have no spell to play, but even then you’re doing alright -- and most of the time things won’t go that way. This is a bomb -- even with the high mana cost.
This is an interesting card. If it is the last card in your hand just casting it for three is probably best, because it is likely you will be able to play some of the cards you'll draw, and that mana will be useful. But obviously, if you are casting it at any other time, you'll need to Cleave it or be in some trouble. Still, three mana to draw three is big, and in the later part of the game you probably won't have more than four cards in your hand anyway. I think this has enough upside that I would play it in most Blue decks, and especially in aggressive ones that empty their hand quickly.
So, even if you never transform this, it is pretty nice, since it lets you loot for free every turn. And that’s what he’ll be doing early. If he transforms late, he’s going to start firing off spells for free, and that’s going to feel pretty absurd. Even if you play it later and transform it before he exiles many things, the other side of the card exiles things too, so you’re going to have a lot of action. He’s a bit too slow to be a bomb but looks great.
This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
We’ve seen this card before without the werewolf hate side of things, and it was pretty solid. Bouncing a thing doesn’t usually give you a 1-or-1 trade, but because you draw a card, that’s what this amounts to, and you’re usually coming out ahead on tempo. Obviously, the Werewolf hosing upside will feel insane.
4-mana clones have a pretty good track record in Limited. They get to be whatever the best creature on the battlefield, and whether that means you copy an opponent’s thing or your own thing, it will be pretty nice. What really makes this card great, though, is that when it disturbs you get to put it on a creature and keep making copies of it every turn. That’s going to grind out some pretty serious value, and eventually snowball to the point that your opponent just can’t win.
Getting in with the 1/1 side of this won’t be super easy, but if you are on the play and play it on turn two, it has a chance. The idea is that you can put Auras on it to really start to get value, and obviously as we’ve seen, there are lots of Auras that would make this into a formidable attacker. Then, when it goes down, it of course becomes an Aura, and one that grants the same ability to another creature. That’s pretty nice, because any time you find a situation where you have an advantageous attack, you can Disturb this and stand a good chance of getting that card.
So, obviously, you need a bunch of Zombies for this card to be anywhere close to worth it. Otherwise, it is a 4 mana Enchantment that basically does nothing! If you do have lots of Zombies, which probably means the UB color pair, it is probably worth playing -- but you probably need around 10 before you get there, and even then, the turn you place this it will do stone nothing! But if you get to untap, you’re probably going to be fine.
This looks awesome. You would always play a 4-mana 3/3 with Flying and Flash. Its big enough it can ambush some stuff, and its a very real threat! Adding the Exploit upside is great, as countering a spell or ability and adding to this board will feel incredible, even if you do have to give up a creature to make that happen. Ideally, you’re giving up a creature that is no longer relevant, or a creature token -- but even if you’re not, this is going to feel pretty good! Now, sometimes you will have to play it in a situation where you can’t counter anything, but even if that’s true, you have a very nice card.
This is a pretty neat card, and not a bad late game mana sink to have around. And, even early sometimes, copying a creature’s ability who died and getting a counter can be better than playing a thing from time to time. But still, it starts out small, and asks for set up, and has a pretty costly ability. Its great late, but kind of meh the rest of the game.
A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
6 mana for a 4/4 Flyer isn’t a great rate, but this does do some other stuff. Generally, you’ll probably be milling yourself with the attack trigger, since this format does have graveyard stuff -- especially in Blue. But in a pinch, it can mill the opponent if that matters, and on rare occasions it will. This is expensive and slow, but it does load up your graveyard and it can make sure it keeps coming back, although that’s not that exciting. Remember, it will be replacing a card, not giving you card advantage when you use its ability to put it back into your deck.
Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
This seems like it might be a little slow. It doesn’t add to the board in a meaningful way until it transforms, and it will usually take a few turns for you to get there. Sure, any creature being milled or dying will remove a counter, so if you have a deck that is good at self-milling you could get it going pretty fast, but you probably can’t really count on this being good enough all on its own. I mean, if you don’t see a creature with the ability, it won’t remove a counter, and do you really want to not draw a creature? I mean, sometimes you won’t want to, but you frequently would rather have the creature than mill it. Once it does transform, its pretty impressive as an aerial threat with a very good mana sink ability, but I think it will be too slow in most decks.
Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
This starts out with a great Flying body, and the ability it has can be quite nice, especially in UW, a deck that will have a decent number of Auras, and Auras of course count for the ability. You’ll still play this in just about any Blue deck though, as the stats alone are worth it, and any Blue deck at all probably has a decent chance of having some other things that target it.
This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
3 mana to draw 3 at instant speed and discard a land is a pretty good deal, and in some decks in this format, discarding nonlands will also be beneficial. It doesn’t impact the board of course, and you don’t want to jam too many cards like that into your deck, but I think this looks pretty good overall, and would value the first copy fairly high.
This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
So, without Cleaving this, you will be able to counter things like Disturb, but that’s way too narrow and not worth a card. Even with Cleave, this is just Cancel, and that’s usually a card that’s not worth it in Limited. The Double Blue can be kind of rough, as it decreases the frequency with which you’ll be able to leave mana up to counter a thing, and that’s incredibly frustrating, as well as inefficient.
The trigger here is quite strong, even if you only get it going once a turn, as those Spirits can really cause a lot of problems to your opponent. Stapling them to every non-creature spell is really nice. I can see this being good in UR spells or UW Auras, as both of those decks will be casting a significant number of non-creature spells.
As long as you can draw two cards with this when you aren’t Cleaving it, you’re going to feel like you’re doing okay. If your deck has a decent number of flyers, that is reasonably obtainable. If you are Cleaving it, you probably need to be drawing at least three. The fact its an Instant is really nice, and makes it a whole lot less clunky than it would be otherwise. It can really help you end a game that is in a board stall. Still, setting up situations where it does the thing you want is going to be somewhat situational.
This is interesting. It doesn’t add or subtract from the board at all, and in this day and age that is becoming more and more of a liability, but it does seem like a kind of reasonable late game play. Using it to remove graveyard stuff of your opponent’s, or to shuffle cards back in your deck that you would like to redraw, while also giving you some card selection, isn’t a terrible deal at 3 mana. It also isn’t a great one though and seems like something that will get cut a lot.
I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
This looks nice enough. At worst, it is a 3-mana 3/2 that Surveils 1 when it dies. That’s not great, but is perfectly playable. And, obviously, if you have a bunch of other Zombies, it triggers even more. Black decks will basically always have a few zombies, and UB decks will have more than a few, and in those decks it can turn into a real card advantage engine.
This is pretty much unconditional, and exiling the thing you kill is a nice bonus. This is premium removal for sure, and maybe Black’s best Common.
I always like to have one copy of the the Black card that gets you two creatures back from the graveyard, and that’s what we have here. For 5 mana you get those two creatures and a blood token, and that’s a pretty reasonable rate, especially because you’re paying it in two installments, and can pay the larger part at instant speed! You don’t normally want to overdo it with copies of this kind of card because they tend to not be great early, but this offsets that a bit since it does give you Blood before the other part of the card becomes useful. But yeah, getting two creatures back late can often give you what you need to win the game. I think the first copy of this is a 2.5, with diminishing returns after that.
A 4-mana 3/3 with Menace isn’t amazing -- it is probably a 2.0 at best -- however -- this brings a blood token along with it, and I think I’d already be playing that card a reasonable chunk of the time, but it also has the impressive upside of making itself into a 5/5 when it attacks, provided you have blood. Because the Socialite brings a Blood token with it, you’ll get to do it at least once, and if you have other blood lying around, this will be a beating.
So, the front side of this would be a kind of playable card already, as being able to threaten indestructibility is a pretty big deal, and makes it hard for your opponent to interact with it. Mana AND a card is pretty real cost, though. Transforming this won’t be the easiest thing in the world, especially because a lot of the time, holding on to a creature in your hand will be worth way more than using this thing’s ability and trying to transform it. However, by the late game, it is likely to transform and be a pretty decent size, while still having that indestructible ability.
Giving your opponent a Blood every turn is certainly a downside, but one I am willing to live with when I get a 4-mana ⅚ with Trample and Flying that hits harder the more Blood your opponent has. Don’t get me wrong, Blood is certainly something your opponent can use to improve their card quality, but they do have to pay mana and discard a card to do it, so it isn’t like you are giving them straight up free cards. I think this looks pretty impressive, though obviously the downside does hold it back.
A 3-mana ⅕ is a pretty reasonable defensive creature, and defensive creatures are especially welcome in the BG color pair, which has all kinds of toughness payoffs -- including this card, which will transform once you have enough creatures with higher toughness than power, and once it does, it can start loading their bodies into catapults and launching them at your opponents face. The ⅕ helps you find time to get there, too. Outside of the BG deck this won’t be very good though.
This is kind of insane. It will frequently be a 6-mana 4/4 with Menace that kills a thing when it enters the battlefield and when it dies, and that’s really strong. Because you can exile any card from either graveyard, you’re likely to be able to take down a whole lot of creatures. This will usually end up giving you a 3-for-1. The counter side of things will come up very rarely, but its nice upside. This is a crazy good bomb.
A one mana 0/4 usually isn’t worth playing, but one that does other stuff isn’t bad, after all, it can block early pretty effectively! Transforming this gives you a pretty good deal too, as 4-mana for a ¾ that lets you get rid of your opponent’s best card is pretty good. And yeah, they get to draw a card, its true -- but pretty much always, the card you take away from them will be better than a random card from the top of their deck. Its nice you can just choose not to make them discard too, and just look at their hand, but yeah, most of the time you’ll want to hit a thing. This seems pretty solid.
This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Flavorful design, but this is terrible in Limited. 3 mana for a tutor just isn’t very good in most decks -- its just super slow, even if you are grabbing your bomb -- and you also have a reasonable chance at milling whatever it is you wanted to search up, as 13 cards is a ton in Limited! So yeah, this is a 0.
This starts out with a pretty ugly stat-line – a Gray Ogre with life link just isn’t worth three mana, but it has the ability to turn into a 4/3 with Lifelink, which is obviously pretty good for three mana! And transforming it isn’t’ super hard, something just has to die, so you can just play this and offer a trade for example. You can also exploit something to transform it.
This looks decent. Death touchers do tend to get a little less impressive the more mana you spend on them, because the fact they can trade with anything is less attractive when they are trading down, but the ETB ability here definitely does enough to make up for that. Draining your opponent 2 life with this will be fairly commonplace, and that means you get to hate on the opposing graveyard while also triggering your life gain stuff, and you are adding a pretty obnoxious creature to the board at the same time.
This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
7 -mana for a 6/6 Flyer isn’t the most amazing rate, but that’s definitely a big creature! Especially because it cranks out copies of itself. It effectively turns a non-Demon creature into a 6/6 Flying Demon every turn, including the turn you play it, and stopping that from continuing to happen is a pretty big challenge. While I don’t love the initial rate, the fact that it gets going on your end step the turn you play it is enough for this to get into the lower bomb range.
This is a build around, and mostly for the Black-Red deck. If you can turn activating blood into a 2/2 Zombie token, you’re going to feel pretty good about that, and really you probably only need to get 2 out of this before you feel okay about the deal, and anything beyond that is great. The other decks in the format look less likely to have a critical mass of ways to discard cards, but as long as you have 7 or so ways to do it, you can probably play the Service and have it be pretty good.
We see 5 mana spells that reanimate a thing a lot, and in your typical format, they aren’t that great. In this format, I don’t see that being drastically different. The tricky thing is getting something into the yard that is worth spending the 5 mana on, and that just doesn’t happen all that often in a typical game of Limited. Now, the additional effect here definitely matters -- as if you discard this to Rummage with Blood, you get a creature back to your hand for a single Black, and that’s going to feel pretty good, so having the alternate reanimation mode is really just upside.
This is very good. A 3-mana 3/1 with Flying that makes a blood token when it hits the opponent is already really good, so adding the reanimation to this is awesome. And sure, not being able to Block definitely downgrades it -- it means you can’t really use it to keep yourself alive -- but it can still continually pressure your opponent all game long.
This looks like a great uncommon to me. This is basically the Black Mulldrifter! Without Exploit, this is a card that always makes the cut. It has decent stats and the ability to trade with anything. With Exploit, it becomes a pretty high pick, as adding draw two to this is pretty massive. Giving up one creature for that still has you come out ahead, and that is even more true if you sacrifice something ideal. It can even sacrifice itself, and sometimes that will be worth doing. I think this is one of the best Uncommons in the set.
So, this is basically Dead Weight that has both Vampire upside, and downside, depending on what you’re trying to do. If you really need to kill an opposing vampire, it will be pretty frustrating that this can’t do it – but +2/+2 on one of your vampires for only one mana is pretty nice upside on Dead Weight. Dead Weight is normally a 3.0, and I think this will still end up there. It kills a whole lot of things efficiently, after all.
This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
In Limited, the Exploit here is pretty close to irrelevant, so what we’re mostly looking at as a two mana 3/3 that does 1 to you ever upkeep. If you play this on turn two, it is pretty much guaranteed to be the largest thing on the board, but because Limited is such a creature heavy format, it is also pretty likely that he will be completely outclassed by turn four or so.
A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
If you don’t also have Bride’s Gown, the boost from this card isn’t really going to be worth it. Two to play and two to equip for +2/+0 is basically never a worthwhile Equipment when we see it. Sure, it can enable an attack that wasn’t there before, but the lack of a toughness boost really matters.
A 3-mana 3/1 that gives you a 2/2 when it dies is a pretty nice card already, as getting a 2-for-1 out of it is very doable. The fact that this gives this ability to all of your nontoken Zombies is even better! Combining this with Exploit is particularly nasty.
A 4-mana ⅓ with Flying is a pretty dismal rate, but Henrika is going to be more than that pretty much every time you play her. You can choose to transform her immediately -- after all she’s a great blocker when she’s an infernal seer. But because she can’t attack right away, sometimes you may want to choose one of the other two options. The draw option is probably the most appealing of the other two, as it means you’re getting a 2-for-1. The symmetrical edict will only be good in specific situations. I think in an ideal world you will choose the draw option the first turn and then transform her on the second turn. Either way, you’re getting a ton of value out of 4 mana, and while her ability may not pump that many other things, it doesn’t really matter, as her keywords are great and the ability to pump her power is really nice.
This was a Rare last time we saw it, and that goes a long way towards explaining how removal has gone back to being really good at lower rarities lately! And yeah, this is. It is strictly better Murder coming with the occasionally useful upside of dealing with planeswalkers. The double black in the cost is something that matters, because it isn’t as splashable as some other premium removal, but its still incredibly good.
You start out with a creature that is terrible on the vanilla test, but it can transform into a creature that does quite well on the vanilla test. The only way it won’t transform is if your opponent is willing to give up creatures, and that’s a pretty real cost. Sure, the first couple of times they may have some expendable stuff, but it will ultimately become a pretty real problem. Now, the downside is that your opponent may be able to hold off it off long enough so that a 3/3 Flyer isn’t a big deal or something, but the fact is that it still whittled away the opponent’s board a bit, and that’s not bad value to have on your 4-mana 3/3 Flyer. It is definitely kind of rough the turn you play it, since it’s such a terrible blocker, but by your upkeep I think you’ll be reasonably happy with its performance.
This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
This is really good. There are lots of Humans who you can kill with this, but in situations where you want to kill a non Human, paying an additional mana is perfectly fine.
Wrath effects are incredibly powerful and not replaceable at all, so I tend to like them in Limited, even though they get worse in more aggressive decks. Six mana for the wrath effect is definitely costly, but the fact you can cast it earlier to take down some smaller creatures isn’t too bad, though most Limited decks won’t exactly have a ton of cards with a mana value 2 or less. I think the cost is high enough that this sweeper isn’t quite a bomb, but it will obviously save you from situations that no other card can, even if it is situational.
Like many Skeletons who came before it, the idea here is to recur this so that you can keep sacrificing it to exploit triggers and other stuff. I think that really makes this a build around, as you don’t want to play it at all in a deck that doesn’t really take advantage of its recursion, as getting back a 1/1 over and over again just isn’t very good for most decks.
Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Cranking out a few blood tokens a game is pretty nice, and that’s usually what this will be able to do. And, that’s good, because it can transform itself using that blood. And, once that happens, its ability can not only be a serious way to disrupt a race, it also means that all on its own, the Bloodseeker can gain you life and thus make more tokens. This thing has a very reasonable baseline, and looks like it could be a pretty nice finisher once it transforms. It fits well in BW lifegain and BR Blood too, which is nice.
Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
This is a bomb Planeswalker. Generally, for a walker to get there, they need to have two of the following three things: a way to protect themselves, a way to draw cards, or a way to kill stuff, and Sorin can do the first two of those, and he does it quite effectively. The ⅔ Lifelink Vampires are very real bodies, and the fact he starts at 4 loyalty means it will be challenging for your opponent to quickly take him down, regardless of which ability you use first. If you play this on turn 4, there’s almost no way your opponent will win the game, and even in the mid-to-late game, he has a game altering effect, since drawing extra cards or making extra bodies can carry some real weight.
7 mana is a lot, but Toxrill does more than enough to make it worth the mana. By the end of the turn you play it, your opponent’s whole board will get -1/-1, and its reasonably likely that will kill at least one creature, which will also net you a slug. This can be particularly true if you attacked them that turn. Then, if Toxrill makes it to next end step, its pretty unlikely they will be able to win, as -2/-2 is just massive. The fact he can cash in Slugs for cards is pretty nice too, of course. He can even sacrifice himself in a pinch! Keep in mind that if Toxrill goes down, the creatures will keep those slime counters, but they won’t actually do anything unless you get Toxrill into play again. He’s an absolute bomb.
This is pretty nice at setting stuff up in your graveyard, and also a great creature to sacrifice to Exploit. Its pretty interesting, because it is pretty close to being a better Gravedigger for half the mana -- and Gravedigger is usually a pretty nice limited card. But there are a few things that I actually don’t think make it better than the digger. First, only having one power is a big deal, because creating a 2-for-1 this becomes much harder. Second, it exiles itself, so you can’t loop them together. I still think this is pretty good, especially in a set with Exploit, but I don’t quite think it is first pickable.
It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
At worst, you have a two mana 2/1 Flyer that makes a Blood token when she dies, and that’s something you would always play in Limited. At best, you’ll be able to transform her and make her a much scarier creature with better stats who can also animate Blood tokens. You can’t really count on that happening super regularly, but it will definitely occur, especially because her ability will churn out Blood tokens when your other stuff dies too!
This is quite the Blood payoff! Even if you can only trigger it once, chances are you’ll feel pretty good, as this will be a 5/5 that gets you a 2-for-1 pretty easily, and if you have more blood and he can attack more, he’ll really be doing it. It is likely that most Black decks find 3-5 ways to make Blood, so I don’t really think he needs a build around -- I think you can just take him pretty early, especially because the ceiling on the card is really high.
Woo boy, this is a very powerful reprint, and its one that was UNCOMMON last time, so the downshift is pretty exciting. Two to do 3 to something is always premium, and having the other mode is nice too, even if this format isn’t exactly filled to the brim with Artifacts.
So, without Cleave, this is an unplayable card -- one we’ve basically seen before. Time Walks are great, but the fact that you lose the game after your extra turn is terrible, and makes the uses of this card incredibly narrow. Sure, if you will win the game by taking that extra turn, its worth it, but you won’t end up in that situation often enough to warrant running this. Now, if you do Cleave it, you get a real Time Walk -- but it is an expensive one that doesn’t add to the board in any way. I think you might play this in a very controlling UR deck, but even then, it doesn’t seem incredible.
Transforming this really won’t be very hard, and that means that this is a 3-mana 3/3 that gives you RR when it attacks, and then has a pretty nice ability. If you play this on turn three and attack with two things on the next turn it will feel especially good, and it has the size and ability to stay relevant almost all game. It can even transform without attacking itself! This is just great.
I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Pinging stuff with this is a little costly, but its still a nice ability, capable of picking off small creatures and making combat more complicated for your opponent. And it can give you reach by pinging your opponent. When its night time, it becomes a 5/5 and gains a WAY better version of its first ability. First, the creature doesn’t have to tap, so you can sink way more mana into it, and it also makes the creature it hits unable to block, which is a pretty big deal. It is an ability that can just end games.
This has alright stats and is going to make you blood sometimes, both are welcome.
This looks pretty good to me. Sure, it can’t Block, but the fact it can make opposing things unable to block when you sacrifice Treasure is pretty big for aggressive decks. This can really be part of a pretty devastating curve out. Obviously, you need Blood, but if you’re in Red, you’ll have access to enough that this will be worth playing.
This is a nice Common. We’ve seen two mana 2/1s who have first strike when they attack before, and they are always good two-drop aggro creatures, and this one gives you some Blood when it goes down. I don’t imagine you’ll cut this in Red decks.
It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
A two mana 2/1 First Strike always makes the cut, so the graveyard hate upside combined with the ability to do additional damage is pretty nice. Note that the effect here is symmetrical, so you’ll potentially hurt yourself too, but if you’re the beat down, your opponent losing the life will be the much bigger cost. I think it is probably the weakest of the cycle in Limited, but still pretty good.
This is not a great planeswalker for Limited. That isn’t to say she’s bad, she’s just also not a bomb planeswalker or even close to it! She is cheap, and getting her down early will often be quite good at least, but her two +1s are pretty underwhelming in Limited. Sure, the ramp can help you a bit, and damaging your opponent is never bad, but you’l find yourself unable to really take advantage of that ability pretty often. Then, her other +1 is going to wiff way too often in Limited. You’re almost always at least two colors in Limited, and then you have to take into account lands, and that means that her draw effect just will exile stuff for no value way, way too often. Now, if you do manage to go Mono-Red, she gets a pretty big upgrade, but that’s usually not the right thing to do unless the color is insanely open. Her ultimate has the same problem, zeroing in on red spells specifically.
The idea here is to use a bunch of blood tokens and other discard effects and then cast this, I guess. If you can do that, it will certainly feel pretty good, since the cards you discard as a result of Change of Fortune will also draw you a few cards. So, say you have 3 cards in your hand and 5 mana, you can sacrifice two blood tokens, then cast this, and draw 5 cards. That’s not too bad, but I don’t feel like its great either. You’re not normally going to be netting very many cards without significant set up, and in fact you’ll be going down a card most of the time. It is basically just the world’s biggest rummage effect most of the time. Seems a little too tricky to make it work in Limited.
A 4-mana 4/3 with Haste would be making the cut already, and the fact this can make its friend bigger is really nice. If you’re buffing a token or something, this is going to add a ton of power to the board out of nowhere!
This is a very interesting curse. It effectively grants your whole board trample, and makes it so you get some serious card advantage any time you hit your opponent, which of course is more likely because of the trample thing. You do need some board state to really get this thing going most of the time, but the card advantage this thing will grant you in the long run is a pretty big deal, and its nice that it gives at least some bonus immediately.
This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Worst-case, you get a 3-mana 3/3 that can Threaten a one mana value creature. That’s certainly not great, as it often won’t have anything to Threaten, but if you get up to two or three vampires or even more, it will start to feel pretty great, as stealing a real creature and sending it back at your opponent will really result in some significant damage, since you’re often removing a blocker from your opponent and adding an attacker. It has a reasonable floor, and a pretty nice ceiling.
Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
This is a decent 5-drop. A 5-mana 4/4 with Menace is A 2.0 at best, but the two blood tokens it gives you can fuel some stuff or improve your hand.
This has alright base stats and some decent upside, but its nothing special.
This is premium removal. One mana for 2 at Instant speed always is, as you can very easily trade up. The exile clause definitely matters because of the disturb mechanic too.
This card’s a bit awkward. It costs 5, so most of the time you’re not going to be able to buff it the first turn you play it, so having Haste, while certainly better than not having it, won’t be that great. And it starts out so small that it dies to a ton of stuff, and that’s not something I love for 5 mana. Now, the upside here is that this thing is incredibly hard to block if you have cards in hand and mana available, and your opponent will find themselves just taking it when that’s the case -- or blocking because they might die lethal, and playing that “threat of activation” game can be pretty nice. But the baseline here is still pretty unexciting to me.
This Vehicle doesn’t need to be crewed exactly -- though tapping down two creatures isn’t that far off from crewing. For three mana, it brings some pretty nice stats and an evasive keyword ability, and it will definitely be nice to tap a couple of small creatures who couldn’t attack anyway to put this thing into action. You won’t always have those creatures, though, and sometimes you’ll just have some larger creatures where attacking with them just makes more sense.
This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
This looks really good. The front side is hard to interact with and not get 2-for-1’d, although removal that doesn’t do damage can do it. Its great it can pump its power too, increasing the chances of getting that 2-for-1. It will be tough to block this, but the threat of activation will sometimes force people to do it. Obviously, once it transforms it becomes even scarier, and if it is already night when you play it, it will immediately impact the board in a pretty big way. I think this is a bomb.
This doesn’t look very good to me. Sure, your werewolves get more impressive, but we saw in the last format that doing that isn’t that great, and 4 mana for that effect definitely is not worth it. I know it is accompanied by a rummage effect, but having enough cards in your hand to make that really worth it doesn’t seem very likely to me. It does replace itself effectively, but a 4 mana sorcery is still pretty ugly.
Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
This Wolf version of Grim Lavamancer looks quite good. A one mana ½ can chip in for some unblockable damage early, and then in the late game this gives you a pretty great thing to spend mana on, as 3/2 Wolves can quickly overwhelm most board states. While Red doesn’t have a ton of self mill going on, there’s enough rummaging with Blood that I think getting this set up to give you that 3/2 in the mid-to-the late game isn’t too crazy, though you probably shouldn’t really expect to generate more than 2 or 3, even in ideal situations – but 2 or 3 is plenty.
This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
This is a pretty nice payoff for the spell deck, especially when it transforms! You’ll always play this in UR, and it will probably make the cut in pretty much any deck with 5 or so spells.
This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
This is a pretty neat design. It will never really be an efficient creature due to how its costed, but even if you just put this on the table as a 4-mana 2/2, your opponent will find themself in a situation where attacking is very difficult because of the 2-for-1 potential. It just scales up from there, and in the late game will be a huge problem, since it can also damage players. Now, it can still just straight up die to lots of removal, but damage-based removal will pretty much be off the table, so that helps. I can really see situations where this will be incredible, but it would be silly not to also think about the time’s where it just doesn’t matter, because its not big enough, or your opponent has too much life.
This is great. A 4-mana 4/4 with Flying is an excellent Limited card, and this comes with the ability to churn out other Dragons! They don’t stick around forever, and your deck needs a decent number of non-creature spells to really make use of it, but that’s fine. Just attacking once with a free token is going to make this feel great, and sometimes you’ll really go off with it! Its a pity Flashback isn’t back in this set, because it would be even crazier, but as it stands, its still a pretty impressive bomb.
This is quite the Vampire payoff. Keep in mind the effect is not a fight effect, the creature just does damage equal to its power to a creature, and the card will also give +1/+0 to the vampire, so its chances of taking things down go up considerably! If you’re in Red, you’re likely to end up with some vampires without even trying, so I don’t really think this needs a straight up build around grade, though obviously, it is at its best in BR, where you can have a real critical mas of Vampires. Overall, I think this looks like it has a pretty incredible ceiling, as punching a blocker out of the way and attacking with a board that is buffed up is pretty nice. Like always with this kind of thing, you have to pick your spot carefully, since if they destroy your target, you won’t be getting enough out of this card. Still, I think you can spend a high pick on this.
This is very impressive. A 6-mana 6/6 with Menace is something that would make the cut at the top of your curve pretty frequently, and these Attendants bring so much more value. They will crank out blood tokens in a hurry, and then the thing that really pushes it into bomb range is the ability to just ping things -- which, by the way, also gives you more Blood tokens! So yeah, this has efficient stats and powerful abilities. You do need it to survive until your next turn in most cases to get the value, but its definitely a bomb.
This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
This is premium removal and then some. 3 to do 5 at instant speed is excellent, and it will do 2 extra damage on occasion, which is pretty nice. This is one of the best Uncommons in the set.
This looks pretty nice as a bear with pretty relevant upside. Even on its own, its ability does 1 damage to your opponent, and while that isn’t remotely efficient, it is nice that it does a thing even if its all alone. As long as you are doing 2 or more with this, the damage will become a huge factor in the later part of the game. This looks to me like it has a very real upside and a pretty reasonable floor. You’ll almost always play this in Red decks, and in some of them it will be one of your best cards.
On its own, you’ll be able to activate this once -- and while that’s not amazing, it is nice that it can do a thing without any other help, unlike some payoffs. Plus, you can play this and sac the token for an additional mana, and rumble right away with it which will certainly come up. You do probably need a critical mass of Blood to really get it going, but I think most Red decks will have like 5 ways to make blood without trying super hard.
4 mana to get a 1/1 token every turn isn’t exactly good. The additional upside here is pretty nice of course, as getting a couple of tokens and doing 7 for 4 mana is a great deal. It is reasonably likely that you’ll eventually get to 13 permanents with it in play too, provided the game goes long enough. After all, it provides two permanents almost immediately. This will create an interesting mini-game sometimes -- like if you have too many permanents, your opponent will find themselves in an awkward position when you attack them or when they attack you. And, if you have too few, your opponent may go out of their way to keep it from triggering. Now, they probably shouldn’t go that hard, unless 7 is enough to kill them on the spot, but even just removing a creature with this seems pretty good. This is definitely a weird card, but my initial impression of it is that its pretty good.
This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Doing 2 to the whole board can be pretty nice, and obviously if you’re a deck with lots of vampires, you can make this fairly one-sided. Of course, the downside is that your opponent might have vampires too, in which case this won’t feel too good, but I still think you’ll basically always play the first copy of this in a BR deck in the format. It will be able to kill enough creatures, and the fail case of making Blood isn’t too bad. I don’t think its anything special, though.
A 5-mana 4/4 with Menace and Haste is something you would end up playing most of the time, and this obviously has way more going on! Its attack trigger will typically let you do 1 damage to an opposing creature and an opponent, and you’ll be getting the first trigger right away most of the time thanks to Haste. The 1 damage you do can also increase the chances that your opponent can’t effectively block it without getting 2-for-1’d, and obviously once it transforms, the ability becomes way better. I don’t quite think this is a bomb -- the ability is certainly nice, but not game breaking most of the time -- still, it is a very good card.
This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
This has a neat design. Ideally, it will be a two mana 4/3 that can’t block that draws you a card for 2 life, and that’s something you’d always play! The problem is sometimes it’ll exile a card you can’t play, but if your curve is low enough or its late, it shouldn’t be too hard for this to net you that card. The downside is that, since it can’t block, trading won’t be super easy. Sometimes you will be able to assign it as a blocker then use the ability to transform it. In those situations, you’ll be more likely to get the 2-for-1, but yeah. This can lead to some aggressive starts or draw you a card late while adding to the board, and I like that.
This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
One mana 2/1s often disappoint in Limited, since they quickly get out-matched early and aren’t very good late, but the Packleader makes sure that won’t be an issue, since it can get bigger throughout the game, and come down as a one mana 3/2, which is a pretty impressive deal! So, if you play it early, it’ll get bigger and be relevant, and if you play it late, it will have enough size that it probably matters. It still isn’t incredible in Limited like it will be in constructed, just because building a hardcore aggro deck isn’t possible because you don’t have a critical mass of one and two drops that are super powerful -- but I think you can first pick this in some weaker packs.
Obviously, this is crazy strong. Even if it was just the front side, it would be excellent, between the HExproof and the ability to permanently buff your creatures, it would be a 4.0 or a 4.5. Once it transforms though, it becomes completely absurd, pumping your entire board and granting it hexproof. This is an insane bomb.
We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
This is a pretty nice thing to ramp into, and a good finisher in general, as it will really allow you to stabilize between its size and the life it gains you. Its too bad it doesn’t draw you a card, like some other big Wurms we’ve seen, but even without that, this looks like a nice top curve for slower decks.
This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
A 3-mana ¾ with Vigilance is probably a 3.0 at the very worst, and the additional value here is very nice! It lets you hate on the graveyard while also reducing the cost of your spells, which is something you’re definitely interested in. Going after a creature first will usually be the best plan, as you’ll have more of those than anything else, but yeah. You’ll exile whatever you can when you can, since the abilities stack and you can keep exiling stuff. Sometimes you’ll have to play this out on turn three with nothing in the yard, and that will feel kind of underwhelming, but you’re still doing a pretty good job. And, other times, the cost reduction just won’t matter, like in the late game. But its still a good card.
This looks really strong. It has a pretty bad starting rate, but the stats it has work really well with training, because it will likely get a counter and likely become a ⅗ when you attack with it, netting you a card. Because it then has 5 toughness, it is going to be hard to take down in combat, and even if they do, you’re probably getting a 2-for-1. And that’s without taking into account having other ways to put counters on stuff.
This is very similar to a card from our last trip to Innistrad called Creeping Sensation. So similar that I thought it was a reprint at first! They are pretty similar, the main difference is that this checks for creatures that go to the graveyard and not lands, and it only triggers once each turn, but this is a pretty similar card. It really helps you out if you’re interested in milling, and it cranks out Insect tokens fairly often. Basically, you get to add to the board while also loading up your graveyard. And, your own creatures dying also will give you those tokens. There’s a bit of a risk of milling yourself out, but based on how it worked out last time, you usually end up winning with all the graveyard value before that happens. You don’t wanna play this if you’re an aggro deck of course, but if you’re any sort of grindy graveyard deck, this is a very impressive engine
There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
In your typical game of Limited, this is likely to just be a big Trampler. In an ideal world, you would wait to play it until you can put a land into play with its ETB ability, because then it becomes a 2-for-1, but getting to 7 mana in Limited takes awhile -- so hoping you get that 8th is some wishful thinking. Obviously, the fact it CAN do that does give it some upside, so it isn’t just a big Trampler, but I think it will play out that way a lot.
This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
So, even without the Cleave upside, this is a card you’ll play in any Green deck where you’re splashing. One mana to tutor up a land is something we’ve seen in the past be perfectly fine, so the additional upside of this tutoring up ANYTHING late definitely matters. Funny thing is, if this was only the Cleave effect, it wouldn’t be very good in Limited, so keep that in mind -- 4 mana is a lot to tutor something up, and we’ve never seen a card that did that alone be particularly good, but the card is bailed out by having the base effect in this particular case.
This kind of Enchantment always feels pretty good, as it gives you value on the turn you play it and then can start to snowball. When we’ve seen this kind of Aura be really great it usually costs around 3 mana, so this is a bit more expensive than I’d like, but the upside that it can become a pretty nice creature when you really need one is nice. The GW deck also really likes +1/+1 counters, and can get some extra value out of it.
It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Its nice that this gives you something the turn you play it, and the options are mostly pretty appealing. +1/+1 and trample to the whole board is definitely the one that you can get the most mileage out of, but if your board isn’t wide enough for that to matter, you might be able to take advantage of the mana or draw a card, and the worst case is that you gain 3 life -- which, while not amazing at first, is the kind of thing that when triggered over and over can make it pretty hard for your opponent to take you down. And really, getting any of these triggers over and over is pretty nice, and you always have a choice! I think this is a bomb.
This can end up being quite large, especially in GW -- a deck that is about both Humans and +1/+1 counters. On the flip side, it can also just be a 3-mana 1/1 with Ward 2, not something you should be interested in. It also has no evasion, so it can be chump blocked for days. So yeah, even though this guy can be massive and hard to kill, the set up cost is a lot for something that doesn’t have that high of a ceiling. Not that it’s bad -- you’ll play it in pretty much every Green deck -- but I don’t think I’m interested in first picking it.
4-mana for a ⅗ is actually a pretty decent rate, and everything else this card has going on is really nice. In a typical Limited deck, you may not be able to take advantage of the attack trigger, but if you’re splashing, there’s a good chance it will help you out. Most of the card’s value, though, comes from its ability to churn out insect tokens. They are going to be 3/3s or better most of the time, and while spending six on that isn’t incredible, the fact its repeatable does really matter, and a 3/3 is a very real body! If you are splashing, it will be making 4/4s, which is insane. It is too bad you can only use the ability at Sorcery speed, though, but still – a very nice card.
This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
You pretty much need to be in a Werewolf deck for this to be worth it, because the other pat of the card won’t produce tokens often enough. It is especially bad to get this in the later part of the game when players are struggling to find spells to cast in the first place! But yeah, if you have enough Wolves and Werewolves, this card is fairly appealing, as +2/+2 to one of them every turn is sure to make your attacks a lot better, and getting that free wolf token from time to time will just be nice extra value. I do think this needs a build around though.
This type of “Elvish Piper” card is one of the easiest for people to overrate. This is because its easy to imagine just paying two mana and slamming something massive on the board -- and yeah, it will do that sometimes! But you’d be surprised how often the ability just doesn’t matter -- it basically becomes unimportant as early as the mid-game, unless you have some really expensive card. It is at its best if you use the ability on your turn 5 to play a 6 or 7 mana card, but in Limited it isn’t like you’ll have lots of those. When you draw something like this late, its just a very inefficient creature. Once this transforms though, the ability is way better, as it lets you actually draw cards, which at that point is far better than trying to cheat creatures into play. So, if you can shift back and forth and keep drawing creatures, you can also potentially get something massive to cheat into play with the Human side, which is pretty neat -- though, as I said, it may not be all that important to do that by that part of the game. Basically, I really dislike the front of this card in about 90% of situations, and I really like the werewolf side.
I would be pretty happy playing this card even if it didn’t transform. 5 mana for ⅘ worth of stats across two bodies is sort of the fail case, and it can of course churn out tokens. Then, being a werewolf, sometimes it will be significantly more impressive, attacking harder and making more tokens, and obviously as a ⅘, it is more likely to be able to rumble.
This is mostly here for the GW deck, which is all about Humans and +1/+1 counters, and in that deck, this is going to be a pretty serious value engine. Drawing cards and gaining life is really going to enable you to grind out wins. Sure, costing 4 and not adding to the board is kind of a big deal, but the good news is that while it may not actually add something to the board, it does alter the board, in the sense that your opponent now has to deal with the fact that if they attack you, you can threaten to gain life and draw cards. This is definitely a build around, but I think its one that has a high enough ceiling that you may want to consider taking it early.
It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
This is the kind of Werewolf payoff that Midnight Hunt really needed! In a deck with Wolves and Werewolves, this will become quite large, and then give you pretty nice value if it dies. Now, it does take some set up, and it starts super fragile, so I’m not sure I want to be first picking it, but it is certainly a quality card for RG decks in the format.
Look, you would always play a two mana ½ that can add mana of any color -- that’s just great fixing and nice ramp, especially early! So the fact it gets bigger in the later part of the game is just upside on something that is already quite nice.
This doesn’t look great. It won’t be easy actually getting back two cards with this. Sure, having a creature in your graveyard is a foregone conclusion, but having a noncreature permanent is not. In Limited, that means we’re talking Lands, Artifacts, and Enchantments, and those things don’t routinely end up in the graveyard! Unless, of course, you’re in a self mill deck. In a deck like that, getting a land + creature will be pretty easy, and not a bad deal. Still, this is going to only be good in some pretty specific decks, and even then it won’t be that great.
This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
A 4-mana 4/3 is a 1.0 or 1.5- these days, and the Slinger has a couple of narrow abilities that will sometimes give you a 2-for-1. The Fight part is the most exciting, but he won’t always have a Zombie to fight. The same is true for Artifacts. There’s a few nice ones around, but not really enough that this will always have a thing to hit. That said, I don’t think this is a sideboard card. It has a reasonable baseline already and will be able to do a thing often enough with the ETB trigger that you’ll definitely play the first of these in most Green decks.
This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
This is a reprint from Eldritch Moon, and it was a useless card last time -- and it will be again!
I like this. It doesn’t do anything fancy, but it has 2-for-1 written all over it, and I always like Commons that can produce those easily.
We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
A 4-mana 4/4 with Trample and Haste is something you’d always play, and probably a B -- adding the late game huge upside is no joke, either. Becoming much larger and pumping the whole board will end games in many cases.
This is a nice source of fixing and ramp with decent stats, and sometimes those stats are more than decent and it ramps even more!
We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
If you can curve out with a wolf on one of your first few turns, this is going to be pretty nasty on turn 4 as a 5/4. Especially because once its night time, it comes with a pretty powerful werewolf payoff that makes sure you get to 2-for-1 your opponent when they die. Note, by the way, if its already night, you still get the discount on the 6/5.
This is effectively a 4-mana 4/4 when its in combat, and it buffs all of your other high toughness creatures, which is neat, and you’ll have a decent number of those in BG. Still, this doens’t seem like the kind of signpost that you go after aggressively, it just doesn’t seem like it does quite enough on its own for that to be the case.
This is a pretty strong card. A 4-mana ⅘ that makes a Blood Token when it ETBs is probably already in the lower range of first pickable, so adding this super powerful ability to the mix is huge. You can use it to really alter the race, or just finish off your opponent entirely! And if your deck has lots of vampires -- and if you’re Black-Red you probably will -- you’re going to be pretty close to winning win you untap. Even if she gets killed immediately, you still get a blood token too, which isn’t amazing, but it’s a decent consolation prize. Because of the set up and time needed for her to really do her thing, I do think she falls a bit short of straight-up bomb range
This is a very nice signpost Uncommon, that tells you BR is all about Blood tokens. This is a super efficient creature that brings one of those Blood tokens along with it -- and if that’s where this card ended -- a two mana 3/2 that gives you a Blood -- you would be pretty happy to play that! But it also comes with the ability to become a removal spell once you amass enough Blood. So yeah, gives you Blood, good Blood payoff, good stats. This is a signpost that you should be willing to go after pretty aggressively
This looks amazing, and kind of resembles Lingering Souls. Three mana a 1/1 and a 1/1 flyer isn’t bad, and you get at least one 1/1 flyer back from your graveyard, all from a single card! And that’s without taking into account the Aura upside. This is a great signpost Uncommon.
A 4-mana 2/5 that can crank out 2/2s is a nice mana sink, and it actually combos pretty well with itself, since you can just choose to use that ability rather than cast spells, and that allows you to still add to the board while getting to transform the Child into its werewolf form, which will be making that same token into a 3/2 -- and pumping your whole board in generally is pretty nice!
This looks pretty good. Obviously, a two mana 4/4 with Flying is absurd on the vanilla test, but if it didn’t have Disturb it would not be very good, since it sacrifices itself once it attacks or blocks. However, if you have another creature in play, the Disturb Enchantment is going to be pretty nuts, since it turns your creature into a poor man’s version of Geist of the Saint Traft. Making an attacking 4/4 flyer every time the enchanted creature attacks is pretty nice! The bad news is that you kind of already need a creature who is in a good position to attack for Dorothea’s Retribution to matter most of the time, and you just won’t always have that. Still, as long as you have a creature who can at least trade, you’ll be turning it sideways for sure, and, you can obviously wait for an optimal situation before you disturb it.
It is pretty challenging to permanently get rid of Edgar, as he will just go back and forth between his Coffin form and his Vampire form, and both are pretty good! Now, its a bit awkward that he is BW, as you won’t be maximizing the number of Vampires you have, but there are a few in White and lots in Black. Even all on his own, you can trade him for something, transform him into a coffin, get some vampire tokens, and eventually bring him back as ac creature to pump those tokens! You won’t have the time to let that play out that way all the time though, as sometimes those vampires will have to chump block to keep you around.
So, this gets pretty close to drawing you an extra card every turn, and that’s the kind of thing that wins you games. The downside here, I guess, is that you might run out of cards, but its pretty likely that you kill your opponent thanks to your card advantage before running out of cards ever becomes a problem. Your opponent has to kill her before your next draw step, or she’s going to go wild.
This card is really cool, and also seems amazing! All on its own, a single attack can give you a ton of value. It does need to stay alive for you to get value out of the cards, but the good news is that there are other ways to mill yourself in UG, and turning every permanent you mill into a card effectively in your hand is just absurd. It might take a little bit of work to really get it going, but this is an insane value engine, and that makes it a bomb.
This is very nice. A 4-mana ⅔ with First Strike and Reach is probably already something you’d play a decent chunk of the time, and the other part of the card is very strong. At worst, you can give two +1/+1 counters and Haste to another creature every single combat, and that’s the kind of boost that will drastically alter attacks every single turn. It also means that you can get value out of the card immediately, provided you play it in your precombat main phase and already have a creature in play. This means that even if your opponent takes the Partners down, they are leaving behind a ton of value! So yeah, I think this does enough to get into the lower tier of bomb range. Sure, they are sort of easy to kill, but the value you get from them immediately really offsets that, and left unchecked they will break the game wide open.
This isn’t a bomb planeswalker. She doesn’t do a good job of protecting herself, she doesn’t draw cards, and she doesn’t kill things. A planeswalker usually needs to be able to do two of those three things on its own to make it into bomb range. Kaya, meanwhile, needs a little help to really stick around. Her +1 will sometimes give you a counter, but there aren’t so many tokens in this set that it will be easy to set that up. Mostly, you’ll just be getting the Deathtouch there. Her -2 doubles tokens, which is the closest she gets to protecting herself, though you obviously need to have a token-making card to take advantage, and her ultimate is certainly game-winning in the later part of the game. So yeah, she needs significant support -- in particular tokens– and you just won’t always have those. Her ultimate is what really makes her a threat, while her other two abilities will be hard to take advantage of, and that’s not great. You’ll always play her in BW of course, but she isn’t something you go after very hard.
This is a nice signpost Uncommon that tells you BW is all about life gain, and its nice that on his own, he can gain you life thanks to lifelink, which means he can draw you cards. You won’t always be able to spend the mana of course, but once you reach a point in the game where you have the spare mana, this is going to be pretty powerful.
This adds three power to the board the turn it comes down, and it will always be really enhancing your attacks, which is exactly what you want to be doing in RW, a color pair all about aggro.
It is kind of sad how underwhelming this Odric is. Now, he isn’t bad of course, but he’s going to be a vanilla 3-mana 3/3 a decent chunk of the time. And yeah, there will be times where you get a bunch of blood and it feels great, but you’re going to get 0 way too often! That said, as long as he’s making at least one, you’ll feel fine about the situation.
This has a neat design, and its also pretty good! When it ETBs you will be going of these three things, and whatever it is you get, you’re getting a pretty nice deal. The Insect will probably feel the best, but the other things are nice too! Then, every turn, he continues to give you value, while also loading your graveyard for other purposes. Left unchecked, the value that Old Rutstein gives you will be hard for your opponent overcome.
This card is very strong. No surprise there, since Olivia is sort of the main character of this set. A 6-mana ¾ with Flying and Haste isn’t incredible, but those two key words together work amazingly with her attack trigger, sine she can reanimate any creature and bring it back attacking! And, unlike most effects like this that we see, it doesn’t just last until the end of the turn. Now, most of the time you will lose the creature when you lose Olivia, but she’s still bringing a ton of power to the table, and will win games if left unchecked.
This is a pretty neat design! I kind of wish he held on to the vampire type when it became a Kraken, but Kraken Horror is pretty cool! Anyway, a 3-mana ¼ Flyer that puts the best creature in your graveyard on top of your library is a pretty good deal -- probably a card you’d always play in Blue-Black, and it obviously has significant additional upside! IF that creature is big enough, he become a more formidable flyer, and one that makes copies of your other attackers. The Sea Mosnter upside will actually come up some, but not a whole lot. When it does, it will be absurd. So, how hard is this to flip? Well...not impossible to flip, but not easy either. Most Limited decks tend to have one or maybe two creatures that have a mana value of 6 or higher. IF that creature has already died and you put it on top, playing this will be insane, and you probably just win if you’re allowed to untap. However, if you only have 1-2 cards that fit the bill, the chances of that happening aren’t enormous -- though they do get a lot higher if you’re milling yourself and stuff. And sure, you are going to be more inclined to play creatures with a mana value of 6 or higherif you have Runo, but you also don’t want to do too much damage to your curve. So yeah, I think its reasonable to say he will transform sometimes -- but don’t count on it happening with regularity. Still, the baseline is good, and the ceiling is insane.
This is another great signpost Uncommon. It has a baseline of being a 4-mana 4/4, and brings all kinds of amazing additional value. The one bummer about the card is it doesn’t also bring a +1/+1 counter along with it, but there are so many of them in this format that it will really do some serious work.
So yeah, Skull Skaab is all about Exploit, and so is the UB color pair! This is a two mana 2/2 who can sac something to get a 2/2 Zombie. That on its own isn’t great, but giving up a 1/1 or something you want in the yard getting a 2/2 is pretty good. Where the value really adds up, though, is when you have other cards with Exploit. With those cards, you can sacrifice a thing to get another effect as well as the 2/2 Zombie, which itself is pretty good Exploit fodder. Like most of the signposts in this set, this looks quite good!
This card is great. This type of Young Pyromancer type effect that just churns out free tokens always plays amazingly in Limited, and these tokens are no joke, as training often means they’ll be getting bigger on the attack. Torrens himself can also get larger, but most of the time you won’t be attacking with him unless you’re certain the coast is clear, since he is such an absurd value engine and you’ll want to get as many of those tokens as you can, so being reckless with him not a great idea. Most Limited decks will easily have enough creature spells to power Torrens. I think he does enough to be a bomb -- the one downside he has is being pretty fragile, but the upside is absolutely game-breaking, and I can’t imagine passing this very often.
This is an excellent signpost Uncommon, it has great vanilla stats, loads up the graveyard, and has a powerful graveyard-payoff effect. It does everything you want in UG.
This will almost always be drawing you a card -- six cards is a ton, and as long as you have like 5 noncreature nonlands in your deck, your chances are decent. And, normally, you’ll have many more than that! So this is a 2-for-1 with a relevant flying body, and I love that.
If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
This kind of effect always plays much better than you’d think. Decreasing the power of attacking creatures really results in a big downgrade for your opponent, and does have a pretty real impact on the board. It is a bit of a bummer -- albeit a flavrful bummer -- that it goes away if your opponent does 4 or more damage to you -- but it will be surprisingly hard for your opponent to find a way to do that, since their creatures will be significantly less potent attackers, something that is even more of a problem if you have blockers. Now you don’t really want this if you’re in the beat down, but if you’re in a more grindy control deck, this is going to be something that does a nice job for you.
This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
This looks pretty good to me. You probably just want to wait to play it until turn 6, because on that turn you can play it and use that ability right away, which means you’re adding to the board instead of just playing this expensive Artifact. The creatures will likely be undersized at first, but as use this every turn, things will start to snowball. It gets especially potent with creatures who have ETB abilities or death triggers. Because it takes awhile to set up, I don’t think it quite deserves a bomb grade, though it will certainly take over games sometimes if you are given the time.
This is basically a way better version of Mystic Skull from the last set. Both are cards that fix your mana and then turn into creatures, but the Statue is way, way better on the front! For one thing its a creature, and for another it doesn’t just filter your mana -- it actually ramps you too. Then, once it transforms, it becomes a pretty imposing creature that still fixes your mana. This looks like a nice card that all but the most aggressive of decks would play and take fairly highly.
3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Worst-case, this is 4 total mana to draw a card, and while that’s not remotely good, it does mean that the baseline isn’t an utterly useless card at least. Then, if there’s enough going on on the board, it can turn into a pretty great card advantage engine. This can win you a lot of long games, as you will get the most suspect counters out of it and also have the time to actually draw with it. Playing it early isn’t going to be ideal, obviously enough, and that definitely limits its usefulness. Still, that late-game utility is pretty nice.
This does a real good job hating on the graveyard, and it also replaces itself with its activated ability. While this format feels a little less graveyard centric than Midnight Hunt -- after all, there’s no Flashback here -- graveyards are still a big enough deal in this format that I think you’ll main deck this sometimes. Because it replaces itself, the cost of doing so isn’t massive. I still think in an ideal world, you’re not playing it in your main deck though, as you’d rather have some other cards that have incidental graveyard hate than a card that only hates on graveyards. It will be the best in the UR deck, as it will trigger all your non-creature stuff and replace itself, which is exactly what that deck wants.
This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something.
As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
If you end up in a deck with a lot of vampires, this is probably worth playing. If you don’t, it probably isn’t. It will make your mana far worse and the upside of making a Blood token for 4 or 5 mana isn’t enough to offset that. But, if you have enough vampries where you can consistently make colored mana with it, it will also mean that you have enough vampires to make the Blood token much cheaper to make, and when that’s the case, it will feel pretty good to have this land around, since it will really improve your draws. I think all of that probably means this needs a build around grade.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-common text-light|White|Instant
|
1.5 | 1.2 | 9.68 | 165 | 8.08 | 2082 |
ss-uncommon|White|Creature — Angel Soldier
|
4.0 | 4.2 | 3.00 | 102 | 2.65 | 275 |
ss-uncommon|White|Sorcery
|
3.0 | 1.9 | 8.12 | 82 | 6.04 | 602 |
ss-uncommon|White|Artifact — Equipment
|
1.5 | 0.6 | 11.03 | 59 | 7.85 | 776 |
ss-rare|White|Sorcery
|
5.0 | 4.7 | 1.78 | 37 | 2.00 | 60 |
ss-mythic|White|Creature — Human Soldier
|
4.9 | 1.31 | 113 | 1.51 | 145 | |
ss-uncommon|White|Enchantment
|
3.0 | 3.8 | 3.82 | 95 | 3.33 | 301 |
ss-uncommon|White|Creature — Spirit Warlock
|
2.5 | 1.2 | 9.59 | 66 | 7.14 | 721 |
ss-uncommon|White|Creature — Spirit
|
3.5 | 2.9 | 5.80 | 70 | 4.73 | 438 |
ss-common text-light|White|Creature — Spirit Soldier
|
3.0 | 3 | 5.62 | 269 | 5.33 | 1279 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1.4 | 9.20 | 210 | 7.84 | 1916 |
ss-mythic|White|Creature — Spirit Soldier
|
4.0 | 4.7 | 1.72 | 18 | 1.70 | 23 |
ss-common text-light|White|Instant
|
3.0 | 3.4 | 4.73 | 256 | 4.33 | 980 |
ss-uncommon|White|Creature — Spirit
|
3.0 | 2.9 | 5.74 | 84 | 4.53 | 470 |
ss-common text-light|White|Creature — Human Knight
|
3.0 | 2.4 | 7.03 | 265 | 6.54 | 1647 |
ss-uncommon|White|Creature — Human Knight
|
3.5 | 3.4 | 4.78 | 80 | 4.10 | 401 |
ss-rare|White|Enchantment
|
0.0 // 4.0 | 4.3 | 2.60 | 15 | 3.31 | 50 |
ss-common text-light|White|Creature — Bird
|
2.5 | 2.5 | 6.68 | 243 | 5.94 | 1418 |
ss-common text-light|White|Creature — Spirit
|
2.5 | 1.9 | 8.09 | 209 | 7.13 | 1849 |
ss-rare|White|Creature — Human Warlock
|
2.5 | 3.7 | 4.06 | 33 | 3.22 | 105 |
ss-rare|White|Legendary Creature — Spirit Warlock
|
4.5 | 4.7 | 1.82 | 45 | 2.06 | 62 |
ss-common text-light|White|Creature — Spirit
|
3.0 | 3 | 5.61 | 240 | 5.30 | 1261 |
ss-rare|White|Instant
|
4.0 | 4.3 | 2.74 | 39 | 2.64 | 84 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1 | 10.06 | 201 | 8.55 | 2174 |
ss-common text-light|White|Creature — Spirit
|
2.0 | 0.4 | 11.34 | 183 | 9.62 | 2489 |
ss-common text-light|White|Enchantment — Aura
|
1.5 | 1.2 | 9.53 | 216 | 8.12 | 2097 |
ss-uncommon|White|Creature — Human Cleric
|
2.5 | 0.9 | 10.19 | 48 | 6.78 | 667 |
ss-uncommon|White|Creature — Human Peasant
|
3.5 | 3.4 | 4.75 | 83 | 4.06 | 409 |
ss-common text-light|White|Creature — Human Soldier
|
2.5 | 1.8 | 8.38 | 201 | 7.37 | 1834 |
ss-common text-light|White|Instant
|
2.5 | 1.3 | 9.49 | 182 | 7.92 | 2012 |
ss-uncommon|White|Enchantment — Aura
|
2.5 | 1.2 | 9.61 | 59 | 6.85 | 675 |
ss-uncommon|White|Creature — Human Soldier
|
3.5 | 3 | 5.62 | 76 | 4.34 | 429 |
ss-common text-light|White|Sorcery
|
0.5 | 0.4 | 11.42 | 184 | 9.53 | 2411 |
ss-mythic|White|Creature — Human Soldier
|
4.5 | 4.6 | 1.95 | 22 | 1.74 | 31 |
ss-common text-light|White|Enchantment — Aura
|
3.0 | 3.5 | 4.57 | 272 | 4.20 | 1007 |
ss-rare|White|Enchantment
|
0.0 // 3.5 | 3.8 | 3.89 | 19 | 4.60 | 120 |
ss-common text-light|White|Enchantment — Aura
|
1.0 | 0.3 | 11.74 | 172 | 9.60 | 2441 |
ss-rare|White|Legendary Creature — Human Soldier
|
3.0 | 3.8 | 3.79 | 24 | 3.10 | 85 |
ss-common text-light|White|Creature — Human Cleric
|
1.5 | 2.9 | 5.79 | 267 | 5.48 | 1283 |
ss-uncommon|White|Creature — Spirit Warrior
|
3.0 | 3.7 | 4.00 | 76 | 3.42 | 269 |
ss-common text-light|White|Creature — Vampire Cleric
|
2.0 | 0.3 | 11.74 | 149 | 9.24 | 2377 |
ss-uncommon|White|Instant
|
3.0 | 3.7 | 3.98 | 90 | 3.26 | 285 |
ss-common text-light|White|Creature — Human Soldier
|
1.5 | 0.9 | 10.35 | 173 | 8.68 | 2098 |
ss-rare|White|Creature — Spirit Cleric
|
4.0 | 4.5 | 2.19 | 26 | 1.89 | 47 |
ss-rare|White|Enchantment
|
4.0 | 4.8 | 1.63 | 43 | 1.94 | 54 |
ss-rare|White|Creature — Vampire
|
4.0 | 4.7 | 1.69 | 45 | 1.61 | 59 |
ss-common text-light|Blue|Instant
|
2.0 | 0.9 | 10.21 | 189 | 8.63 | 2210 |
ss-common text-light|Blue|Creature — Spirit
|
2.0 | 1.5 | 9.06 | 210 | 7.90 | 2069 |
ss-uncommon|Blue|Creature — Serpent Egg
|
3.5 | 3.6 | 4.21 | 98 | 4.12 | 381 |
ss-mythic|Blue|Creature — Spirit
|
4.5 | 4.7 | 1.76 | 89 | 1.72 | 137 |
ss-common text-light|Blue|Instant
|
2.5 | 1.4 | 9.10 | 231 | 8.11 | 1942 |
ss-uncommon|Blue|Creature — Zombie Horse
|
3.0 | 2.2 | 7.34 | 59 | 5.79 | 538 |
ss-rare|Blue|Sorcery
|
1.5 | 1.8 | 8.24 | 25 | 5.52 | 178 |
ss-common text-light|Blue|Enchantment — Aura
|
2.0 | 0.9 | 10.37 | 208 | 8.84 | 2266 |
ss-common text-light|Blue|Creature — Bird Horror
|
3.5 | 2.3 | 7.05 | 235 | 6.51 | 1629 |
ss-uncommon|Blue|Creature — Zombie
|
3.5 | 3.3 | 4.96 | 105 | 4.18 | 412 |
ss-common text-light|Blue|Creature — Crab Horror
|
1.5 | 0.3 | 11.57 | 207 | 9.64 | 2585 |
ss-rare|Blue|Creature — Spirit
|
4.0 | 4.7 | 1.67 | 30 | 2.13 | 50 |
ss-common text-light|Blue|Enchantment — Aura
|
2.5 | 0.4 | 11.36 | 249 | 9.73 | 2596 |
ss-uncommon|Blue|Instant
|
1.5 | 1.4 | 9.21 | 70 | 6.78 | 707 |
ss-rare|Blue|Legendary Creature — Human Wizard
|
4.0 | 4.6 | 1.97 | 35 | 2.03 | 62 |
ss-uncommon|Blue|Creature — Spirit
|
3.5 | 2.8 | 5.98 | 103 | 5.28 | 487 |
ss-rare|Blue|Creature — Kraken Horror
|
4.5 | 4.8 | 1.61 | 28 | 2.09 | 47 |
ss-uncommon|Blue|Sorcery
|
3.0 | 3.3 | 4.91 | 34 | 4.08 | 126 |
ss-mythic|Blue|Legendary Creature — Human Advisor
|
4.0 | 4.7 | 1.68 | 19 | 1.70 | 27 |
ss-common text-light|Blue|Creature — Spirit
|
3.5 | 3.2 | 5.08 | 291 | 5.08 | 1220 |
ss-uncommon|Blue|Instant
|
2.5 | 3 | 5.61 | 69 | 4.59 | 409 |
ss-rare|Blue|Creature — Spirit
|
4.0 | 4.6 | 2.00 | 32 | 2.02 | 56 |
ss-uncommon|Blue|Creature — Cat Spirit
|
2.5 | 3 | 5.69 | 78 | 4.53 | 405 |
ss-mythic|Blue|Enchantment
|
0.0 // 4.0 | 4.3 | 2.60 | 20 | 2.76 | 52 |
ss-rare|Blue|Creature — Zombie Horror
|
4.0 | 4.6 | 1.97 | 29 | 2.04 | 48 |
ss-rare|Blue|Creature — Zombie Horror
|
3.0 | 3.2 | 5.05 | 20 | 4.33 | 149 |
ss-common text-light|Blue|Creature — Zombie
|
3.0 | 1.5 | 8.85 | 220 | 7.80 | 1919 |
ss-common text-light|Blue|Instant
|
2.0 | 1.3 | 9.34 | 225 | 8.07 | 2013 |
ss-uncommon|Blue|Creature — Bird Horror
|
2.5 | 2.8 | 6.12 | 67 | 4.71 | 416 |
ss-common text-light|Blue|Creature — Zombie
|
1.5 | 0.5 | 11.30 | 165 | 9.54 | 2353 |
ss-common text-light|Blue|Instant
|
0.0 | 0.1 | 12.11 | 186 | 10.20 | 2702 |
ss-common text-light|Blue|Creature — Zombie Drake
|
2.5 | 1.1 | 9.95 | 214 | 8.93 | 2319 |
ss-uncommon|Blue|Artifact
|
1.0 // 3.0 | 1.6 | 8.76 | 49 | 6.77 | 646 |
ss-common text-light|Blue|Creature — Spirit
|
2.0 | 0.5 | 11.08 | 203 | 9.35 | 2464 |
ss-common text-light|Blue|Creature — Zombie
|
3.0 | 1.8 | 8.28 | 245 | 7.21 | 1772 |
ss-uncommon|Blue|Creature — Drake
|
3.5 | 3.7 | 4.04 | 102 | 3.96 | 371 |
ss-common text-light|Blue|Instant
|
2.5 | 1.4 | 9.18 | 200 | 7.80 | 1978 |
ss-common text-light|Blue|Instant
|
1.5 | 1 | 10.13 | 193 | 8.50 | 2149 |
ss-uncommon|Blue|Instant
|
3.0 | 3.3 | 4.88 | 94 | 4.30 | 458 |
ss-common text-light|Blue|Creature — Spirit
|
2.5 | 0.6 | 10.99 | 193 | 9.27 | 2429 |
ss-uncommon|Blue|Instant
|
1.5 | 0.8 | 10.61 | 66 | 7.29 | 747 |
ss-uncommon|Blue|Creature — Human Wizard
|
4.0 | 3.6 | 4.26 | 97 | 4.11 | 381 |
ss-rare|Blue|Instant
|
2.5 | 1.8 | 8.21 | 19 | 5.23 | 193 |
ss-uncommon|Blue|Sorcery
|
1.5 | 0.8 | 10.47 | 62 | 7.57 | 767 |
ss-common text-light|Blue|Creature — Zombie Horror
|
0.0 // 3.5 | 1.8 | 8.27 | 217 | 8.00 | 2007 |
ss-common text-light|Black|Sorcery
|
1.5 | 0.8 | 10.62 | 190 | 8.84 | 2253 |
ss-uncommon|Black|Creature — Zombie Cleric
|
3.5 | 2.6 | 6.53 | 87 | 5.03 | 467 |
ss-common text-light|Black|Instant
|
4.0 | 4.3 | 2.71 | 273 | 2.67 | 627 |
ss-common text-light|Black|Artifact
|
2.5 | 2.2 | 7.41 | 224 | 6.63 | 1657 |
ss-common text-light|Black|Creature — Vampire
|
3.5 | 3 | 5.69 | 327 | 5.53 | 1390 |
ss-uncommon|Black|Creature — Vampire Soldier
|
2.5 | 2.2 | 7.44 | 57 | 5.47 | 515 |
ss-rare|Black|Creature — Vampire
|
3.5 | 4.9 | 1.30 | 43 | 1.65 | 57 |
ss-uncommon|Black|Creature — Zombie
|
3.0 | 3 | 5.69 | 104 | 4.56 | 455 |
ss-mythic|Black|Creature — Zombie
|
5.0 | 4.9 | 1.33 | 21 | 1.30 | 23 |
ss-rare|Black|Creature — Wall
|
3.5 | 4.7 | 1.79 | 39 | 1.80 | 56 |
ss-common text-light|Black|Creature — Bat
|
3.0 | 2.2 | 7.29 | 242 | 6.62 | 1657 |
ss-rare|Black|Sorcery
|
0.0 | 1.5 | 9.04 | 26 | 6.56 | 277 |
ss-common text-light|Black|Creature — Human Peasant
|
2.5 | 2.7 | 6.26 | 242 | 5.47 | 1299 |
ss-common text-light|Black|Creature — Zombie Bear
|
2.5 | 3.2 | 5.09 | 270 | 4.91 | 1181 |
ss-common text-light|Black|Creature — Human
|
3.0 | 2.2 | 7.45 | 292 | 6.92 | 1799 |
ss-uncommon|Black|Sorcery
|
0.0 // 1.0 | 0.9 | 10.34 | 59 | 7.38 | 786 |
ss-rare|Black|Creature — Demon
|
4.5 | 4.9 | 1.31 | 29 | 1.29 | 38 |
ss-rare|Black|Enchantment
|
0.0 // 3.5 | 3.4 | 4.79 | 24 | 3.87 | 118 |
ss-uncommon|Black|Sorcery
|
3.0 | 2.5 | 6.78 | 72 | 5.02 | 499 |
ss-rare|Black|Creature — Vampire
|
3.5 | 4.7 | 1.82 | 38 | 1.65 | 56 |
ss-uncommon|Black|Creature — Zombie Scorpion
|
4.0 | 4.2 | 2.89 | 93 | 2.55 | 240 |
ss-common text-light|Black|Enchantment — Aura
|
3.0 | 2.8 | 6.04 | 268 | 5.82 | 1487 |
ss-common text-light|Black|Creature — Vampire
|
2.5 | 2.7 | 6.37 | 241 | 5.60 | 1350 |
ss-rare|Black|Creature — Zombie Warrior
|
2.5 | 2.5 | 6.81 | 21 | 4.33 | 138 |
ss-common text-light|Black|Sorcery
|
2.5 | 2.5 | 6.78 | 243 | 6.07 | 1488 |
ss-uncommon|Black|Artifact — Equipment
|
1.5 | 0.6 | 10.96 | 71 | 8.01 | 851 |
ss-rare|Black|Creature — Zombie
|
4.0 | 4.7 | 1.68 | 25 | 1.87 | 57 |
ss-mythic|Black|Legendary Creature — Vampire
|
5.0 | 4.9 | 1.25 | 20 | 1.23 | 22 |
ss-uncommon|Black|Instant
|
4.0 | 4.5 | 2.18 | 91 | 2.29 | 174 |
ss-uncommon|Black|Creature — Human
|
3.0 | 3.4 | 4.71 | 98 | 3.96 | 334 |
ss-common text-light|Black|Creature — Zombie
|
2.0 | 1.6 | 8.78 | 225 | 7.87 | 1897 |
ss-uncommon|Black|Instant
|
4.0 | 4.2 | 2.80 | 112 | 2.72 | 268 |
ss-rare|Black|Sorcery
|
4.0 | 4.5 | 2.28 | 39 | 2.33 | 89 |
ss-common text-light|Black|Creature — Skeleton
|
1.0 // 2.5 | 1.3 | 9.45 | 208 | 7.96 | 1993 |
ss-common text-light|Black|Sorcery
|
1.5 | 1.5 | 8.88 | 212 | 7.55 | 1889 |
ss-common text-light|Black|Creature — Human Peasant
|
2.5 | 2.1 | 7.65 | 240 | 6.69 | 1734 |
ss-uncommon|Black|Creature — Vampire
|
3.5 | 3.9 | 3.46 | 76 | 3.14 | 286 |
ss-common text-light|Black|Creature — Zombie Kraken
|
2.5 | 2.1 | 7.63 | 218 | 6.80 | 1693 |
ss-uncommon|Black|Creature — Vampire Assassin
|
2.5 | 1.5 | 8.92 | 61 | 6.41 | 694 |
ss-mythic|Black|Legendary Planeswalker — Sorin
|
5.0 | 5 | 1.19 | 21 | 1.87 | 25 |
ss-mythic|Black|Legendary Creature — Slug Horror
|
5.0 | 5 | 1.12 | 26 | 1.61 | 28 |
ss-uncommon|Black|Creature — Zombie
|
3.0 | 3 | 5.51 | 115 | 4.41 | 469 |
ss-common text-light|Black|Instant
|
1.5 | 1.2 | 9.51 | 188 | 7.73 | 1989 |
ss-common text-light|Black|Creature — Zombie Soldier
|
1.0 // 2.5 | 0.4 | 11.44 | 182 | 9.24 | 2452 |
ss-common text-light|Black|Sorcery
|
1.0 | 0.5 | 11.30 | 166 | 9.19 | 2283 |
ss-rare|Black|Creature — Vampire Wizard
|
4.0 | 5 | 1.20 | 35 | 1.54 | 52 |
ss-uncommon|Black|Creature — Vampire Soldier
|
3.5 | 3.3 | 4.86 | 78 | 4.11 | 375 |
ss-common text-light|Red|Instant
|
4.0 | 4.2 | 2.98 | 318 | 3.06 | 685 |
ss-rare|Red|Sorcery
|
1.0 | 1.6 | 8.70 | 33 | 5.50 | 219 |
ss-uncommon|Red|Creature — Vampire
|
4.0 | 4.1 | 3.13 | 113 | 3.03 | 253 |
ss-common text-light|Red|Sorcery
|
1.0 | 1 | 9.98 | 211 | 8.73 | 2148 |
ss-uncommon|Red|Creature — Human Soldier Werewolf
|
3.5 | 4.3 | 2.65 | 97 | 2.96 | 239 |
ss-common text-light|Red|Creature — Vampire
|
2.5 | 1.9 | 8.00 | 242 | 6.77 | 1741 |
ss-uncommon|Red|Creature — Vampire
|
3.0 | 2.6 | 6.42 | 72 | 5.27 | 523 |
ss-common text-light|Red|Creature — Vampire
|
3.0 | 2.7 | 6.34 | 284 | 5.99 | 1445 |
ss-common text-light|Red|Sorcery
|
1.0 | 0.7 | 10.75 | 181 | 9.04 | 2286 |
ss-mythic|Red|Creature — Vampire
|
3.5 | 4.5 | 2.14 | 14 | 1.97 | 37 |
ss-mythic|Red|Legendary Planeswalker — Chandra
|
2.5 | 4.8 | 1.55 | 73 | 2.05 | 121 |
ss-rare|Red|Sorcery
|
1.0 | 1.2 | 9.57 | 23 | 6.37 | 231 |
ss-rare|Red|Creature — Human Rogue
|
3.5 | 4.7 | 1.82 | 44 | 1.97 | 64 |
ss-rare|Red|Enchantment — Aura Curse
|
3.5 | 4.1 | 3.14 | 36 | 3.01 | 93 |
ss-common text-light|Red|Creature — Human Warrior
|
2.5 | 0.7 | 10.81 | 209 | 9.07 | 2247 |
ss-rare|Red|Creature — Vampire
|
3.0 | 4.2 | 2.95 | 22 | 3.00 | 87 |
ss-common text-light|Red|Sorcery
|
0.5 | 0.3 | 11.68 | 195 | 9.74 | 2532 |
ss-common text-light|Red|Creature — Vampire
|
2.5 | 2.9 | 5.79 | 256 | 5.45 | 1310 |
ss-common text-light|Red|Creature — Human Werewolf
|
2.0 | 2.1 | 7.53 | 267 | 7.09 | 1711 |
ss-common text-light|Red|Instant
|
3.5 | 3.8 | 3.80 | 304 | 3.87 | 949 |
ss-uncommon|Red|Creature — Devil
|
2.0 | 0.9 | 10.37 | 78 | 7.70 | 821 |
ss-uncommon|Red|Artifact — Vehicle
|
2.5 | 1.1 | 9.75 | 93 | 7.33 | 756 |
ss-common text-light|Red|Creature — Wolf
|
2.5 | 2 | 7.76 | 279 | 7.35 | 1820 |
ss-rare|Red|Creature — Human Werewolf
|
4.5 | 4.6 | 1.97 | 30 | 1.94 | 37 |
ss-uncommon|Red|Sorcery
|
1.0 | 0 | 12.27 | 82 | 8.77 | 918 |
ss-common text-light|Red|Creature — Human Shaman
|
2.0 | 1.7 | 8.55 | 233 | 7.50 | 1839 |
ss-rare|Red|Creature — Human Knight
|
3.0 | 4.1 | 3.19 | 31 | 2.62 | 85 |
ss-common text-light|Red|Sorcery
|
1.5 | 2.1 | 7.51 | 226 | 6.70 | 1757 |
ss-uncommon|Red|Creature — Human Werewolf
|
3.0 | 3 | 5.57 | 82 | 4.38 | 411 |
ss-common text-light|Red|Creature — Wolf
|
1.5 | 0.5 | 11.14 | 187 | 9.10 | 2298 |
ss-uncommon|Red|Creature — Elemental
|
3.0 | 2.5 | 6.74 | 92 | 5.36 | 521 |
ss-mythic|Red|Creature — Dragon
|
5.0 | 4.9 | 1.24 | 17 | 1.32 | 25 |
ss-uncommon|Red|Sorcery
|
3.5 | 2.8 | 6.04 | 95 | 5.15 | 526 |
ss-rare|Red|Creature — Vampire
|
4.5 | 4.9 | 1.35 | 34 | 1.70 | 45 |
ss-common text-light|Red|Creature — Elemental
|
2.0 | 0.7 | 10.71 | 237 | 9.20 | 2471 |
ss-common text-light|Red|Sorcery
|
2.5 | 1.8 | 8.20 | 268 | 7.28 | 1868 |
ss-uncommon|Red|Instant
|
4.0 | 4.4 | 2.39 | 118 | 2.39 | 217 |
ss-uncommon|Red|Creature — Wolf
|
3.0 | 2.6 | 6.55 | 83 | 5.09 | 491 |
ss-uncommon|Red|Artifact
|
2.0 | 1.8 | 8.27 | 64 | 6.33 | 607 |
ss-rare|Red|Enchantment
|
3.5 | 4.5 | 2.17 | 40 | 2.24 | 56 |
ss-common text-light|Red|Instant
|
1.5 | 1.2 | 9.72 | 214 | 8.21 | 2084 |
ss-uncommon|Red|Instant
|
2.5 | 2.6 | 6.39 | 105 | 4.91 | 486 |
ss-mythic|Red|Creature — Human Werewolf
|
4.0 | 4.9 | 1.33 | 24 | 1.30 | 30 |
ss-common text-light|Red|Creature — Vampire
|
2.0 | 1.7 | 8.42 | 253 | 7.10 | 1761 |
ss-uncommon|Red|Creature — Human Wizard
|
3.0 | 3.8 | 3.86 | 108 | 3.51 | 284 |
ss-common text-light|Red|Creature — Human Werewolf
|
1.5 | 0.8 | 10.44 | 193 | 8.94 | 2243 |
ss-common text-light|Green|Creature — Human Archer
|
2.0 | 2 | 7.86 | 222 | 7.15 | 1845 |
ss-rare|Green|Creature — Wolf
|
3.0 | 4.1 | 3.07 | 30 | 2.71 | 82 |
ss-mythic|Green|Creature — Human Werewolf
|
5.0 | 5 | 1.10 | 20 | 1.68 | 22 |
ss-common text-light|Green|Artifact — Equipment
|
1.0 | -0 | 12.31 | 186 | 10.33 | 2699 |
ss-uncommon|Green|Creature — Wurm
|
3.5 | 3.9 | 3.67 | 118 | 3.42 | 336 |
ss-uncommon|Green|Sorcery
|
1.5 | 0.5 | 11.10 | 78 | 8.16 | 778 |
ss-mythic|Green|Creature — Wolf
|
4.0 | 4.9 | 1.38 | 21 | 2.00 | 28 |
ss-uncommon|Green|Creature — Human Ranger
|
3.5 | 2.7 | 6.34 | 85 | 5.24 | 520 |
ss-uncommon|Green|Enchantment
|
1.0 // 3.5 | 0.6 | 11.00 | 87 | 8.13 | 822 |
ss-common text-light|Green|Instant
|
0.5 | 0.8 | 10.57 | 207 | 9.10 | 2301 |
ss-mythic|Green|Creature — Plant Beast
|
3.0 | 4.4 | 2.50 | 12 | 2.13 | 31 |
ss-common text-light|Green|Creature — Human Warlock
|
2.5 | 1.4 | 9.08 | 247 | 7.98 | 1937 |
ss-rare|Green|Sorcery
|
2.0 | 2.7 | 6.29 | 17 | 4.47 | 141 |
ss-uncommon|Green|Enchantment
|
3.5 | 4.1 | 3.05 | 99 | 2.92 | 263 |
ss-common text-light|Green|Creature — Wolf Spirit
|
2.5 | 2.4 | 6.87 | 242 | 6.01 | 1507 |
ss-rare|Green|Enchantment
|
4.5 | 4.7 | 1.82 | 33 | 1.82 | 45 |
ss-rare|Green|Creature — Human Warrior
|
3.0 | 3.9 | 3.50 | 22 | 2.86 | 78 |
ss-rare|Green|Creature — Human Shaman
|
4.0 | 4.6 | 2.08 | 39 | 2.02 | 59 |
ss-common text-light|Green|Creature — Human Werewolf
|
3.0 | 2.8 | 6.06 | 263 | 5.54 | 1324 |
ss-rare|Green|Enchantment
|
1.0 // 3.5 | 4.3 | 2.64 | 22 | 3.41 | 85 |
ss-rare|Green|Creature — Human Werewolf
|
3.5 | 4.5 | 2.17 | 29 | 1.94 | 54 |
ss-uncommon|Green|Creature — Human Werewolf
|
3.5 | 3.6 | 4.28 | 97 | 3.60 | 323 |
ss-uncommon|Green|Enchantment
|
1.0 // 4.0 | 0.7 | 11.25 | 12 | 8.17 | 110 |
ss-common text-light|Green|Instant
|
2.0 | 1.2 | 9.66 | 250 | 8.58 | 2281 |
ss-common text-light|Green|Creature — Insect Horror
|
2.0 | 0.7 | 10.82 | 183 | 9.39 | 2337 |
ss-common text-light|Green|Sorcery
|
1.0 // 2.5 | 0 | 12.30 | 201 | 10.27 | 2708 |
ss-common text-light|Green|Enchantment — Aura
|
1.5 | 0.4 | 11.43 | 195 | 9.77 | 2515 |
ss-uncommon|Green|Creature — Human Ranger Werewolf
|
3.0 | 3 | 5.55 | 62 | 4.29 | 421 |
ss-uncommon|Green|Creature — Wolf
|
3.0 | 4 | 3.32 | 77 | 3.28 | 280 |
ss-uncommon|Green|Creature — Human Druid
|
3.5 | 4 | 3.33 | 99 | 3.27 | 310 |
ss-uncommon|Green|Sorcery
|
1.5 | 1.2 | 9.57 | 69 | 7.12 | 718 |
ss-common text-light|Green|Creature — Human Peasant
|
3.0 | 1.1 | 9.89 | 247 | 8.76 | 2237 |
ss-uncommon|Green|Creature — Human Archer
|
2.5 | 2 | 7.76 | 58 | 5.52 | 530 |
ss-common text-light|Green|Enchantment — Aura
|
1.0 | 0.1 | 12.18 | 195 | 10.17 | 2710 |
ss-common text-light|Green|Creature — Wolf
|
1.5 | 1.3 | 9.34 | 206 | 8.34 | 2061 |
ss-uncommon|Green|Artifact — Equipment
|
3.0 | 1.7 | 8.43 | 84 | 6.21 | 664 |
ss-rare|Green|Sorcery
|
0.0 | 1 | 10.10 | 21 | 6.58 | 239 |
ss-common text-light|Green|Creature — Fungus
|
3.0 | 2.6 | 6.55 | 263 | 6.20 | 1507 |
ss-common text-light|Green|Creature — Wolf
|
2.5 | 1.6 | 8.76 | 261 | 7.61 | 1878 |
ss-common text-light|Green|Creature — Scorpion
|
3.0 | 1.6 | 8.70 | 252 | 7.88 | 1988 |
ss-uncommon|Green|Creature — Beast
|
4.0 | 4.8 | 1.60 | 47 | 1.64 | 55 |
ss-common text-light|Green|Creature — Human Werewolf
|
2.5 | 3.2 | 5.05 | 272 | 4.95 | 1199 |
ss-common text-light|Green|Instant
|
1.5 | 1 | 10.11 | 207 | 8.81 | 2286 |
ss-common text-light|Green|Instant
|
3.5 | 3.4 | 4.69 | 307 | 4.44 | 1110 |
ss-uncommon|Green|Creature — Human Werewolf
|
3.5 | 3.6 | 4.17 | 94 | 3.88 | 327 |
ss-uncommon|Black|Green|Creature — Treefolk
|
2.5 | 2.5 | 6.65 | 65 | 5.48 | 491 |
ss-rare|Black|Red|Legendary Creature — Vampire
|
4.0 | 4.7 | 1.79 | 28 | 1.98 | 48 |
ss-uncommon|Black|Red|Creature — Vampire
|
3.5 | 3.5 | 4.36 | 81 | 3.55 | 363 |
ss-uncommon|White|Blue|Creature — Spirit
|
3.5 | 3 | 5.66 | 95 | 5.24 | 437 |
ss-uncommon|Red|Green|Creature — Human Werewolf
|
3.5 | 3.7 | 4.09 | 94 | 3.64 | 346 |
ss-rare|White|Blue|Legendary Creature — Spirit
|
3.5 | 4.4 | 2.50 | 24 | 2.84 | 82 |
ss-rare|White|Black|Legendary Creature — Vampire Noble
|
4.5 | 4.8 | 1.49 | 39 | 1.76 | 53 |
ss-rare|Blue|Red|Legendary Creature — Human Wizard
|
4.5 | 4.1 | 3.07 | 30 | 3.52 | 100 |
ss-rare|Blue|Green|Legendary Creature — Frog
|
4.5 | 3 | 5.51 | 37 | 4.77 | 166 |
ss-rare|Red|Green|Legendary Creature — Human Ranger
|
5.0 | 4.7 | 1.67 | 39 | 1.98 | 54 |
ss-mythic|White|Black|Legendary Planeswalker — Kaya
|
2.5 | 4.4 | 2.44 | 9 | 2.33 | 39 |
ss-uncommon|White|Black|Creature — Vampire Cleric
|
3.0 | 3.3 | 4.89 | 80 | 4.03 | 433 |
ss-uncommon|White|Red|Creature — Vampire
|
3.5 | 3 | 5.61 | 83 | 4.93 | 485 |
ss-rare|White|Red|Legendary Creature — Vampire Soldier
|
3.0 | 2.7 | 6.17 | 29 | 4.50 | 154 |
ss-rare|Black|Green|Legendary Creature — Human Peasant
|
4.0 | 3.5 | 4.50 | 28 | 3.64 | 124 |
ss-mythic|Black|Red|Legendary Creature — Vampire Noble
|
5.0 | 4.9 | 1.35 | 17 | 1.95 | 21 |
ss-rare|Blue|Black|Legendary Creature — Vampire Cleric
|
4.0 | 3.9 | 3.55 | 22 | 3.00 | 75 |
ss-uncommon|White|Green|Creature — Human Knight
|
3.5 | 2.2 | 7.39 | 74 | 5.57 | 492 |
ss-uncommon|Blue|Black|Creature — Zombie
|
3.5 | 2.8 | 6.03 | 77 | 4.93 | 505 |
ss-rare|White|Green|Legendary Creature — Human Cleric
|
4.5 | 4.4 | 2.35 | 26 | 2.80 | 51 |
ss-uncommon|Blue|Green|Creature — Spider
|
4.0 | 1.9 | 8.14 | 72 | 6.76 | 665 |
ss-uncommon|Blue|Red|Creature — Horror
|
3.5 | 2.2 | 7.42 | 92 | 6.02 | 620 |
ss-common text-light||Artifact Creature — Construct
|
1.0 | 0.4 | 11.39 | 183 | 9.68 | 2545 |
ss-uncommon||Artifact
|
2.5 | 0.9 | 10.37 | 70 | 7.34 | 774 |
ss-common text-light||Artifact — Equipment
|
1.5 | 1.2 | 9.54 | 208 | 7.96 | 2083 |
ss-rare||Artifact
|
4.0 | 4.8 | 1.57 | 37 | 2.20 | 50 |
ss-uncommon||Artifact Creature — Construct
|
3.5 | 4 | 3.43 | 123 | 3.14 | 319 |
ss-common text-light||Artifact
|
1.5 | 1.1 | 9.75 | 217 | 8.42 | 2147 |
ss-rare||Artifact — Clue
|
2.5 | 4.2 | 2.88 | 25 | 3.08 | 94 |
ss-uncommon||Artifact
|
1.5 | 0.7 | 10.77 | 91 | 7.81 | 911 |
ss-common text-light||Artifact
|
1.5 | 1.1 | 9.89 | 217 | 8.58 | 2232 |
ss-rare||Land
|
3.0 | 2.9 | 5.84 | 31 | 4.11 | 139 |
ss-rare||Land
|
3.0 | 3.4 | 4.79 | 29 | 4.15 | 164 |
ss-common text-light||Land
|
3.0 | 2.8 | 6.10 | 260 | 5.50 | 1417 |
ss-rare||Land
|
3.0 | 3.4 | 4.77 | 30 | 4.23 | 148 |
ss-rare||Land
|
3.0 | 3.3 | 4.97 | 33 | 4.42 | 185 |
ss-rare||Land
|
3.0 | 3.1 | 5.31 | 32 | 4.13 | 176 |
ss-rare||Land
|
1.0 // 3.5 | 3 | 5.52 | 29 | 4.41 | 170 |
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: