A 4-mana 4/4 Flyer is still impressive, and this format has more than enough Auras for the rest of the Archon’s text to come up pretty often. In many White decks, that means the Archon will immediately impact the board by buffing a smaller creature and sending it into the air. It won’t always line up that way, but I think it will happen often enough with all the Aura tokens in the set for this to be a bomb.
One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
You can look at this as a two mana 2/1 with the Adventure side as an ETB ability, and that makes for a pretty nice card. Especially because it’s far more flexible than it would be if it was just a two drop.
Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
This is basically a three mana 1/1 with lifelink most of the time, which is bad – but if your deck has enough ways to put other roles on the Courtier, things get interesting, since the Cursed Role will go away and then it will get buffed, so it will become significantly larger in a flash. There are also a few ways to sacrifice enchantments, including to the Bargain mechanic, so getting rid of this negative Aura is easier than it might seem at first. Notably, this also triggers cards with Celebration all on its own, since it gives you two nonland permanents, so you can see that this does a bunch of stuff in a bunch of different decks.
If you miss a land drop he steps in and makes sure you don’t fall too far behind, and giving treasure to your opponent in the late game to draw cards is definitely going to be worth it. It does just end up being pretty close to vanilla a decent chunk of the time, though.
A 5-mana 4/4 Flyer is pretty nice, though Air elemental isn’t quite as impressive as it once was. A creature this beefy that can come back from the graveyard is interesting, but I do think sacrificing two Enchantments is a pretty significant cost, even with Role tokens around. It does get a little more interesting if you also have some payoffs for putting Enchantments into your graveyard, but I think there are a lot of games where you just don’t have the time or resources to bring this thing back
Fog effects are almost always bad in Limited, even when they become one-sided. The problem is that they have far too narrow of a use-case
Wraths can be awkward in Limited sometimes, because if you’re the beat down they don’t really do anything. But when a Wrath becomes more customizable, things tend to get more interesting, and this one definitely is. In an ideal situation you have a couple small creatures that can survive you choosing 2 while killing everything else. It still won’t always line up that way, as sometimes your opponent has small stuff too, but Expel does make it possible for you to make this feel more one-sided, and that makes it quite powerful, especially because it still effectively has the usual Wrath upside of just nuking the whole board
This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
A three mana ⅔ with First Strike is already a fairly nice card, especially in a set with a lot of Auras, and this will have double strike sometimes. Celebrating is pretty doable, but also not something that will happen every turn
This was in Eldraine the last time, and it was a card that just barely reached premium removal status. It can deal with lots of things efficiently, and the fact it exiles is usually upside
You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
This costs a ton of mana, but it does do something that will win you the game in most cases. You do need to have some sort of board state, but even three other creatures is usually going to help you do lethal when you cast this. The mana cost is still huge enough that this is the kind of card to be skeptical about going into the format. 8-drops just don’t work out in the majority of formats, even one with this powerful of an immediate effect.
I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Temporarily exiling something with Chapter 1 can be used to get an opposing creature out of the way for a bit, and it can also be a slow way to blink something, but the fact that Chapter 1 and 3 are basically part of the same effect makes the value this can generate pretty low. Chapter 2 isn’t bad, but I think the whole package here seems pretty medium. I think the best way to use this is to cast something with Bargain after Chapter II, that way you permanently rid yourself of an opposing creature. While you can certainly make that happen, when it doesn’t line up that way, it seems very mediocre
This has passable stats and a decent death trigger.
This will be a pretty big two mana creature on a lot of boards, and it has a floor as a two mana 1/1. This format looks to have more permanents in it that normal too, which food, role tokens, and treasure all over the place – and I haven’t even mentioned rat tokens. The absolute ceiling here is still just a big vanilla creature, though.
This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
This is going to play a whole lot like Luminarch Aspirant. Sure, you can’t stack roles on a creature, so it isn’t like this will always be able to buff your board, especially because it also costs one mana to do it’s thing. But that’s okay, because once it’s already put this Role on each of your creatures, you’re probably going to have an insurmountable advantage anyway. It isn’t hard for you to make sure you get some permanent value out of this either, as if you wait until turn three to play and then put the Aura on something else, you’ve already gotten there. Then, left unchecked, this will just win games
This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
We’ve seen cards like this a lot, and this kind of effect is generally worse than it looks in Limited. Destroying anything for three is nice and all, but in a lot of ways, you can look at this as an Aura that makes a nonland permanent into a 1/1 with no abilities. When you look at it that way, it is much less impressive. Sure, that’s almost always going to downgrade something, and it doesn’t make this card bad, but it also isn’t premium removal for that reason
Even with all the Auras in this format, I have a hard time getting behind a card that does nothing but buff those Enchanted creatures. This is because it does nothing to add to the board on its own, making for a pretty miserable fail-case – one that is likely to come up pretty often
Like most great sagas, it impacts the board right away – then chapter 2 and 3 do it again. Chapter 4 then buffs your new mouse army – and whtever else you have – by so much that your board is almost always going to be a problem. Things get exciting if you can use chapter 2 and 3 to make something better than a 1/1 mouse, and that’s possible
This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
On turn two it cranks out a solid creature, and then when you cast Virtue later it will make your board into an increasingly unbeatable thing. You do need to have something on your board of course, but that’s going to be the case most of the time. The fact it untaps those creature isn’t a small thing either, as it really means your opponent has no hope in beating you in a race
This can be either a Banisher Priest or a Restoration Angel, and that’s awesome. What I mean by that is, you can use it to exile an opposing creature for as long as the Bodyguard sticks around, or you can use it on one of your own creatures. The latter is worth doing in response to removal or to rebuy an ETB ability. Obviously, you have to sacrifice the bodyguard to make your thing come back, but luckily it has that built in. Both modes are very powerful in the right situation
Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
So casting this makes all of your opponent’s stuff into 1/1s, and if you pay 6 you can do at instant speed. That second option can be particularly impressive, as it can allow you to wreck your opponent’s board when they attack or block in a certain way. Still, don’t forget that this typically doesn’t entirely remove creatures. They might be small, but they can still block, attack, use activated abilities, their static abilities will still be around – the Cursed Roles aren’t that hard to remove either -- so you get the picture. Don’t look at this like a one-sided Blue Wrath of God, because it is miles away from that. Still, it does have a big impact on the board and casting it at instant speed can sometimes be devastating
A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
This seems really strong, so much so that I wouldn’t have been shocked if it were a rare. There are a lot of Adventures in this set and doubling them is huge. Your normal deck will have more than enough adventures to take advantage of the chancellor. The one downside the card has is its fairly inefficient stat-line, but honestly, given how strong this is, that hardly matters
Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
This is an interesting design, one that is really hard to wrap one’s head around without actually playing with it. But my instinct is…it seems pretty good. Exiling things is always nice, and making your opponent recast them does give you some nice tempo. So, the fact that this also draws you a card when they play those things from exile is going to generate a ton of value. In short, this can really let you pop off a big turn by exiling several things, and if that wasn’t enough to get you there, it will generate some nice value.
This is always a 4-mana draw 2, which isn’t great, but it does give decent card selection, even when you don’t Bargain it, and when you do bargain it, you do get to see a huge chunk of your deck
While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
This Adventure is going to feel nice in the extreme late game. In the earlier stages of the game Galvanic Giant doesn’t seem terrible either. Sure, the stats are bad, but if you can follow it up with a five-mana card on the next turn, you’re going to be in business. Obviously, this is a case where the Adventure isn’t always going to get cast before the creature, but it’s nice having that late game ability to see a bunch of cards
Lagoon Breach is removal, even if it is situational, and then the whale is certainly beefy enough to trade for something, so we’re talking about a 2-for-1 here. And it is pretty much always an imposing board presence
This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
This looks pretty good to me. Tapping opposing blockers is always really good, and while paying mana for it isn’t ideal the fact that the Sentry becomes a 4/4 when you do it helps offset that downside. Blue-White has some other cards that involve tapping and getting paid off for it too, making paying that mana all the more appealing. It also doesn’t hurt that simply the threat of activation makes your opponent play the game differently. They have to account for the Sentry when thinking about how they are going to attack on their own turn.
This will never feel like the most efficient creature in the world, but it does scale all game long, and then it allows you to draw some cards if you want them
A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
It feels like giving this up for a card and a Sorcerer role is going to generate some serious value, and the fact it can sit around as a reasonable blocker until you feel like doing that seems pretty good
Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
This has two-for-one potential, though it isn’t always going to be accessible. You need a board of some sort to turn Desperate Parry into a full card, but there are a number of ways you can. For example, you can triple block something and then use the Parry to make it so all your stuff survives and they lose their creature. Then you get a serviceable flyer later
There is a chance you miss with Free the Fae. You have a pretty good chance of not missing, especially in Blue/Red and Blue/Black, but this isn’t the kind of effect that will only miss on rare occasions. I think expecting it to wiff entirely a third of the time is reasonable. When you can get a card out of it it’s going to feel pretty good, especially because you also get a reasonable flyer. A creature with these two keywords goes great with the various Role tokens in the set too.
Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
I don’t hate the idea of playing this on turn one and just letting it sit around a bit before it becomes an actual problem. You get a pretty good for your investment. The bad news is that you’ll draw it late sometimes, and you’ll have to pay a bunch of mana and spend significant time for it to become relevant. The good news is, a 3/3 flyer is good on most boards, but this does seem a little slow if you play it in the mid-to-late game.
Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
One of the downsides with counter magic that gives your opponent the option of paying mana to ignore it is that it gets worse as the game goes longer, but the Faerie upside here helps hedge against that. This probably needs a build around grade though, because if you’re in Blue and you’re short on Faeries it’s a lot worse
This is a powerful spell payoff, and it has high enough toughness to be difficult to deal with and attack through. It is a little sad it can’t give itself a Sorcerer Role, but upgrading all your other stuff seems pretty good to me. I think this will feel like an impressive engine, even in a Blue deck with like five spells you’ll be running this.
Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
This can be a nice tempo card that you can use to close out your opponent, and that’s especially true in Blue/White, which can get some extra value from the tapping. Still, it is fairly situational – if you can’t use it to finish your opponent off, or you have to use it defensively, it feels pretty bad
This is really strong, even on its own. Looting on attack is a powerful thing as we just saw in Lord of the Rings, and this also feels kind of like Connive, another strong mechanic from the recent past. Basically, this improves your card quality while growing on its own, and then there’s the fact that it lends the ability to other Faeries too. I think you’ll have another Faerie in play often enough when you play the Messenger that it will have an immediate impact on the board, and that combined with it’s ability to snowball makes it a bomb
I like this. Getting a spell to your hand when you play a creature with passable stats sounds really good, and there are enough expendable things around in this format for that to work out pretty well. I will say Blue is probably lighter on expendable things to Bargain than any other color – it doesn’t have much in the way of treasure or food, and it even has fewer role tokens, so this won’t work out quite as well as some other Bargain cards in other colors. That said, you won’t be playing monoblue, so you may have access to that stuff anyway, and when you give up something like that, Tenacious Tomeseeker is going to be a 2-for-1
This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
This isn’t here for Limited. Sure, there’s lots of activated and triggered abilities around, but this does stone nothing when you don’t have any of them, and you’re basically never going to have enough to make this worth it
This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
This looks amazing. You’re not exactly going to trigger the pay life effect, but the +1 and -2 are both so good that it doesn’t really matter. The +1 is a great card draw effect, especially because it will help grow the two 1/1s that the -2 makes. And that -2 is good on its own too, as having Ashiok come down and make those two bodies will often do enough to keep Ashiok around for a while, especially because those tokens are just going to grow every turn going forward – and they do it during combat so it will happen quickly. The ultimate is kind of an afterthought here, mostly because you will want to get real cards with the +1, so the mana value of the cards you exile won’t be that high, but there will be situations where you look at the board and just using Ashiok’s +1 twice to exile two expensive things, and then fire off the -7 will make sense. So, it is upside on a card that is already nuts without it. The total package here is an insane bomb
This seems like it may be a little too clunky. The stats are bad, and while getting Enchantments into the graveyard is more doable in this format than most, it isn’t going to just happen so often that this entirely makes up for that very real problem.
I would already be interested in having one copy of this in every Black deck without Bargain. This type of card just always does a great job of helping you win long games by giving you back your two best creatures from the graveyard. So the fact that this can effectively reanimate something small when you do bargain it is pretty amazing. You still probably don’t really want more than one of these because they are so bad early, but I’d value that first copy pretty highly
A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
So, this is a tutor, and it’s almost always a good idea to look at them with serious skepticism in Limited. The average power level of cards in your deck is lower than in 60 or 99 card formats, so tutoring is already inherently weaker, but the fact most of them also don’t impact the board at all is also a huge liability. If you get the Bargain on this one going it can effect the board, effectively grabbing whatever your best 4 or less card is from your deck and casting it. That gives it a better floor than most tutors have, but it does take some set up. It can still tutor up something else, but most of the time grabbing something you can’t use right away is just going to be the worst play
Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
A 3 mana ⅔ with Menace is passable, and you can augment one of your creatures with this on an earlier turn – or the same turn, if you have happen to have four mana. It just seems like plenty of value to get out of a single card, and it even seems reasonably efficient
4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
This card is awful when you don’t control a Faerie. When you do, it offers some powerful disruption, but it gets a lot less powerful when you aren’t able to use it on turn one. Even a Faerie deck will find itself without Faeries in play in the early game, and this card’s value certainly diminishes when you can’t cast it during that time.
So, this is mostly a 4-mana instant speed removal spell that can take down creatures or planeswalkers. The card’s two other effects won’t come up often enough to matter a ton, but they are both strictly upside. Sometimes being able to cast this for a reduced cost will make a difference, and less frequently, the ability to exile additional copies of something will make a difference too. You do get information about your opponent’s deck no matter what, and that doesn’t hurt
4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
think I’m already in on a one mana 1/1 flyer that Surveils 1. So, the fact this can cash itself in from the graveyard and give you back a whole card is nice
Even without the Faerie upside this is an instant speed removal spell that scales all game long. If your deck has 0 Faeries you would always play it, but it does get far better if you do have some faeries around, as it becomes incredibly efficient. Heck, you can pay one to give something -3/-3 when you have a Faerie. There are enough faeries in black that setting this up for the extra value isn’t hard, and the baseline card is already really good
This will never let you trade up, and that’s one of the best things to do with removal spells. With this, you’ll kill something that cost the same or less. Getting that Food helps, but you don’t even always get it.
Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
Obviously, the idea is that her food token can help set her up later in the game, and the format has plenty of other Food around too – so, casting the Poisoner and giving something -2/-2 until end of turn really isn’t going to be that difficult. You do need to spend extra mana to gain that life usually, but that type of turn is still going to feel powerful.
That ETB really is powerful, as the gap in life between you and your opponent becomes 6, and that can drastically alter a race. Then this big body can attack and block reasonably well
One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
So, the idea here is to give up a bunch of expendable stuff and then reanimate some things. The problem is, even in this format, the fact you can only give up permanents of a few types is limiting, especially because this already asks for the set up cost of having something or a few somethings worth reanimating for 5 mana. That’s far from a guarantee
A three mana 3/3 that hates on the graveyard isn’t bad, and the fact Skitter churns out Rats is pretty nuts. Even if they can’t block, they give you the ability to pressure your opponent and they provide excellent sacrifice fodder.
This gives you a lot of value for two mana, that’s for sure. Two mana for just the Role token isn’t great, but if you can keep it or another Aura around, this starts doing the Phyrexian Arena thing. There are enough role tokens in Black for this to be pretty effective
This is a really good Uncommon. Each of these modes is really good, and you’ll be happy to choose each of them in the right situation. If you need more bodies, you’ll make a token, if you need more cards well…you’ll give up a rat or something to get it, and if you’ve got a good board state, you can give your whole board menace to go after your opponent.
Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
This can have a huge impact on the game, and its modality means you can always choose only the things that hurt your opponent more than they hurt you. There will be situations where…none of these modes works that well for you, though. Like if you’re behind for example, these are all likely to hurt you more than they hurt your opponent. That probably just makes it a 2.5. There will be games where it feels far better than that grade implies, but there will be just as many where it’s significantly worse
The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
This is pretty beefy, although I think it would be much better if it made the food on ETB. That would allow it to be one of these big creatures that helps slower decks stabilize. It can still help you do that of course, but having to rumble with it in order to get food makes the card a little bit awkward
5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
If you can exile two things and pick off a bunch of stuff with this it’s going to feel pretty good, especially if it hurts your opponent more than it hurts you. Then, this will have the upside of allowing you to sweep the board of everything apart from the Specter, which is an absurdly powerful effect
On its own this is effectively a one mana 1/1 – but getting rid of that Curse isn’t that hard. You can simply find a way to put another role on the hexmage, or you can sacrifice it to bargain. So chances are pretty good you can find a way to get value out of the Curse. You of course also have the option later in the game to put the curse somewhere else – like on a creature that is already incapacitated in one way or another, and a 3/2 body is imposing enough that the Hexmage is likely to usually matter. Basically, I think you can get enough mileage out of the Curse and this efficient body for this to play out reasonably well
This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Giving up food to hurt your opponent can definitely have a place, and even be a win condition, and the base line of the card as a three mana 3/2 that makes a food isn’t a disaster
Even without the enchantment part, you’d always play it in your black decks. Exiling something for 4 at instant speed is just always going to be good. When you also get this to scry, it will feel amazing
This is a pretty annoying attacker to have to deal with. You can choose to trade it with it, sure – but your opponent then gets at least two rat tokens, so you come out behind. So, you’re left with either just taking 3 at a time or losing some serious value in a trade. Now, the fact it can’t block does make it far worse, because you can’ threaten to trade when your opponent attacks you, but this is a card that’s really going to make you groan when your opponent plays it on turn two. The damage will add up quickly, and you’re always going to come out behind
This reminds me a little of Diregraf Horde, and that’s very good company to keep. You pay 5 mana here for at least 5/6 worth of stats across two bodies. And sure, one of those bodies can’t block, but that’s still completely insane! Especially because should you have any other Rats around, the Witch buffs them too. And…I think it’s safe to say you’ll have at least one other one a huge chunk of the time when you play her. This may just be the best Uncommon in the set.
This is amazing. The adventure side is an excellent premium removal spell, and would be a B all on its own. Then, this removal spell turns into a value train in the late game and will definitely win you the game within a few turns
Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
This has solid base stats, and on turns when you get celebration going it is going to make one of your attackers significantly better. Importantly, it can target itself. +1/+0 Menace has a surprisingly big impact on some board states
I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
This looks pretty good. The option that will be the most consistently powerful is the Wicked Role token – on its own that makes the Scoundrel a two mana 2/2 with Haste with upside. The other two options are where you’ll go later in the game, where getting a Wicked Role token isn’t exactly going to change things for you.
A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
A 4-mana 3/3 menace that makes a 1/1 that can’t block is pretty decent. Worth noting that it triggers card swith Celebration on its own, and there are definitely some curve outs where you play a two drop and a three drop with Celebration, where then playing the Pack would make for a pretty spicy turn 4.
A one mana 2/1 can get in for decent damage on the first couple of turns, but tends to become irrelevant fairly quickly. This helps overcome that by letting you put a Young Hero Role on something, and while it’s not the most amazing of the Roles, since it requires the creature to be small to get a buff from it, it does mean the Veteran can significantly augment your creatures in some situations
Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
So, this lets you sacrifice your artifacts to do 2 damage with them. That’s…could be good, but there aren’t really enough Artifacts in Red for this to really work out. If you pair with one of the food colors it might do a little more work, but it still seems really hard to build around this
The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
A three mana 3/3 with Haste is probably good enough to be a 3.0, so the fact that he has this sweet Celebration trigger is nice upside to have on an already good card. One cool thing about him is that you can play him and then another permanent that turn to have him do his Dragon thing immediately.
This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
This is great in terms of sacrifice fodder, as it gives you two bodies for the price of 1. It also isn’t bad just based on the rate you get out of it. But it’s nothing special either. It will quickly get outclassed in most games and be relegated into chump block mode
The adventure side here is the kind of thing you probably only use in the later stage of the game when it allows you to reload your hand. It’s not a great idea to use it when you still have a bunch of cards so it isn’t the kind of card where you cast your adventure early and then get the creature later. Although, you can use it to make the Elemental easier to cast. But I don’t think you should give up some real cards to make that happen. That’s okay though, because it seems reasonably easy to reduce the cost of the Elemental to something decent even if you don’t load your graveyard with Stoke Genius
This has solid stats and Red has enough commons and uncommon instants and sorceries that target things for her ability to do its thing sometimes and when she can, she’s going to be a pretty big pain for your opponent. Still, she’s going to just be a 4-mana 4/4 a decent chunk of the time
We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
The turn you play this is going to feel really rough, because paying FOUR and not getting anything meaningful on the board is a pain. Especially because the next chapter does the same thing! But chapter III is a pretty nice payoff. You can use all that treasure to up your chances of playing your opponent’s stuff. It is a bit of a bummer that if you don’t make sure to hold on to that treasure, and your opponent is in different colors than you, you’re going to be out of luck when it comes to casting off-color things. Overall…I’m kind of skeptical here. I love the value Chapter III can generate, but it’s really slow, and I think that will make this a liability
So you can play this as a 4-mana 3/2 with the Role token, which means it will become a 4/3 the next time it attacks, and then a 5/4. That’s not a bad investment, and the fact you can put the token somewhere else really matters, as you can stick in on something that can get value out of it the turn you play it. Just playing this as a vanilla creature is a lot less appealing, but it isn’t a bad fail case
I like this a lot because it resembles some of the Adventures from last Eldraine that were huge overperformers. Yes, you’ve got a medicore trick on one side and a mediocre vanilla creature on the other, but you get both on one card, and both halves of this card can conceivably trade with something and that means you’re getting a 2-for-1.
We’ve seen one mana for +3/+1 and trample before, and it usually makes for a nice trick. It’s just so cheap and makes combat so much more devastating. And in this case the +1/+1 trample part stick around! A toughness boost of only one won’t always help your creature survive, but I think the Trample and Role upside make up for that. This looks like a trick you’ll probably want as many of as you can get your hands on in an aggressive red deck
This can help you get Celebration going more easily, which is nice because it has Celebration itself! +1/+1 isn’t the most exciting thing ever, but it does tend to make attacks more favorable for you. And even without celebration in the equation, playing the Mouse on turn two really increases your chances of double spelling on turn 3 and 4, and that’s a pretty good way to win the game
A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
A 6-mana 4/6 with Flying and Haste is already pretty impressive, and this activated ability is really strong and a great place to sink your mana. It can pick off creatures or finish off your opponent quite impressively, and because of Bargain, you have the option of giving up something to get four mana right away that you can use to do 1 damage twice the turn it comes down! Most of the time, that’s going to be a deal worth taking, especially if you have some Treasure or Food lying around. This thing will basically always give you an immediate impact that is powerful and then if it sticks around the game is well and truly over for your opponent
5/5 worth of stats for 4 mana is a great starting point, and the Gutter-Dweller also happens to be able to grow and draw you cards using the expendable bodies he gives you. This can really snowball out of control in a big way
This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
If you play this on turn one, it has an opportunity to do some significant damage and then give itself up with a couple of rotisserie counters on it. That will feel pretty good. But if you play it at any point thereafter…it gets a lot less good, because it just won’t be able to get in
This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
They can’t block, but who cares? This gives all those Rats haste, which means they can immediately pressure your opponent. Now, the bad news about this card is that in the early game it isn’t going to feel that good, but I guess paying 2 for X isn’t all that bad either. It also doesn’t help that much if you’re behind since the rats can’t block. It seems really good late and kind of mediocre up until that point, but the upside is pretty real and the floor gets higher the more Rat and sacrifice synergy you have
An instant speed X damage spell is pretty sweet. It scales all game long and can kill pretty much anything, provided you have the mana – or the permanent to Bargain
Rats can often just be chump blocked, but Tattered Ratter makes sure that that’s going to be a lot harder. It will make your opponent just have to take damage from attacking rats pretty often, as a 3-power rat can take down a whole lot of blockers. Still, there are so many board states where this is just going to be a two mana 2/2, even if you have rats, because there are often situations where your opponent isn’t interested in blocking them anyway
This is premium removal. It would be without Bargain. With it it’s even better, as it can become a one mana deal 3. Sure, you do have to give something up, and sometimes that something will have to be real, but this format has a variety of tokens and other expendable things with these types, so Torch the Tower isn’t going to be that hard to get it to do 3 for a very low cost.
This format doesn’t really have a sacrifice deck, and that’s usually the place for a Threaten effect. It isn’t unplayable, though. It will have a home in some really aggressive decks
This looks really good. The combat trick side will alter combat significantly, usually enough for it to be in your favor, and then in the later game you get a reasonably efficient creature. This is another Adventure that has very real 2-for-1 potential.
This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
The removal side of this on its own is probably a 2.5…the other side…well, it’s super situational. If you’re in Red you’re likely to be doing some noncombat damage to your opponent – the Catapult we just saw is an example – and when you are able to draw extra cards off of this it’s going to feel amazing. But more often than not, you’re going to end up in a deck that doesn’t do the greatest job of making the Enchantment side of this do its thing. But the good news is, you’re still never going to cut this card because it’s removal with some late-game upside that you get for free, more or less
This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Without the cost reduction effect, this would probably be a B-. 4 mana deal 5 at instant speed is definitely efficient enough to be a great card. And there will be many turns where you can cast it a lot more cheaply. Keep in mind, you can attack and then cast this for a reduced cost before your opponent ever declares blockers. Paying 2 or even 1 for this isn’t far-fetched, and when you’re doing that it’s going to feel pretty nuts because of how effectively you’re going to trade down.
This is going to feel pretty bad when you don’t Bargain it, and pretty good when you do. Luckily, Bargaining seems easy to pull off in green, because you’ve got access to lots of food and role tokens
Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming
+2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
There are creature lands in this format, but they are all rare, so the fact this buffs them and makes their activated abilities cheaper doesn’t come up a whole lot. It can reduce the cost of any lands ability and there are a couple at lower rarities that it definitely makes better and that will come up sometimes, but mostly, this is a 4-mana 3/3 that can help load your graveyard and ramp your mana. And…that’s pretty nice, but nothing really impressive.
If you play it on two, you get a solid creature that can ramp your mana – and then once it’s outlived its usefulness, you can bounce it to your hand and cast it as a super clunky reanimation spell. Obviously paying 7 means it will be hard for you to get your mana back when you cast it that way, but the fact is, having the Adventure side means the Familiar actually stays useful in the extremely late game, something that wouldn’t be true otherwise
One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
This set is well-equipped for the Archivist to grow and for you to draw a lot of cards, as two of the biggest mechanics in the set are Monster Role and Food – which are Enchantments and artifacts respectively. I think most Green decks will be able to make this work, so it doesn’t really need a build around grade. It does have the problem of starting small, and it gets way worse when you play it late than if you play it on turn two
This looks really good. Even if you don’t cast the creature it grabs you, we’re still talking about a two mana bite effect, and those are always good. Unlike the fight we saw earlier, this effect doesn’t result in your creature taking damage, so it doesn’t have as many problems with timing as a Fight effect does. On top of that, this can also draw you a card first – and that’s a 2-for-1. Hard to say no to a two mana 2-for-1, though sometimes you won’t be able to play the card you hit, the fact you get to choose it drastically increases your chances of making it work out
Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
So, this is another Green removal spell that doesn’t result in your creatures taking damage. Even if you have 0 enchanted creatures, you can have one thing take part in the effect, and if you do have enchanted creatures, you’ll be able to take down almost anything. It also puts you in less danger if you are able to choose multiple creatures, because a blow out is a lot harder for your opponent to produce when multiple creatures are doing the biting
6 mana for three 3/3s is already a pretty nice rate – it adds a ton to the board and makes removal look bad, but things get even sillier thanks to this death trigger, which will make your other triplets larger and larger,a nd because they have trample that isn’t something your opponent can just ignore. The biggest downside here is the triple green as in limited it can sometimes be hard to produce that exactly when you need to
I always love a big ol’ green creature that gains me life when it ETBs, because it allows slower decks to stabilize. If this always cost 7 it would be overcosted, but because Bargaining this looks so doable, it will often cost 5 and you won’t have to give up much to make it happen. Red-Green and Blue-Green will both always want at least one copy of this
There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
A 4-mana 4/4 with Vigilance is pretty close to a 3.0, and the upside here is pretty neat. Haste only matters for a single turn obviously enough, so you can find a way to play the adventure half of something one turn, play Galefang with Haste on the next turn, and then cast the creature side of your adventure on the next turn. It won’t always line up that way of course. This will have Haste reasonably often but it’s far from automatic
This looks good. It starts out as a 3-mana 3/3 and then offers lots of additional value. The Chapter II isn’t always going to be able to do something, but when you do have something expendable around to give up, tutoring a creature up isn’t too bad. Chapter III will make two of your creatures, including the 3/3 you got with chapter I, and maybe the creature you got with Chapter II, into very real threats. Most of the value here is from Chapter I and III, with Chapter II definitely not doing something meaningful most of the time, but I think the whole package is still really strong
They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
This has some serious potential. Turning all your food into mana can be pretty silly, especially because this has a pretty strong effect you can pump all that mana into. Unfortunately though, it doesn’t give your stuff trample, so there will be lots of situations where the buff doesn’t quite accomplish what you need it to. On top of that, add to it the fact that you really need a lot of Food in the first place and probably some other things to spend all that mana on – AND the fact that this doesn’t really add to the board at all and well…I think we’re talking about a pretty bad card. There are way better thing you can do with Food.
This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
This 3/1 trampler is going to be able to come back from the graveyard a ton in this format, and while you won’t always have the mana to make it happen, bringing this back constantly does represent a major problem for your opponent, whether you’re behind or ahead. If you’re ahead it can attack for free in some decks, and when you’re behind it can block and trade forever. The fact it doesn’t enter tapped like some recursive creatures is a pretty big deal too
A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
This is really good against removal, less good in combat. +1/+1 just isn’t a boost that will help your creature succeed often enough
You’ll usually be able to get some value out of two of the three ETB options, and you get a creature with great stats too
A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Speaking of main deck ways to destroy artifacts and enchantments….this card looks great. It’s very easy to hit something with Bear Down, and in the case of this card even hitting a token of some kind is acceptable, because you don’t use up an entire card to do it, since later in the game you get an efficient creature that is hard to block. This will generate 2-for-1s a decent chunk of the time too
An Enchantress effect is looking pretty good in this format, even on a card that specifically cares about Auras. One of the big mechanics in the set just makes Aura tokens, so the Lookout is going ot be able to drw you a card pretty often. It’s also nice that it is a ⅔, as I feel like often times we’d get a 2/2 with this text box. That 3rd toughness makes a pretty huge difference in making the card’s baseline a lot less miserable
A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
This is really bad when you don’t Bargain, as an 8-mana draw 2 doesn’t even close to moving the needle. HOWEVER, bargaining this is easy enough and the format has enough ramp, that I think Thunderous Debut is going to have a huge impact when you cast it. It’s going to be near impossible not to get at least 8 mana worth of value out of 2 creatures from the top 20 cards of your deck and this is a 2-for-1
We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
A two mana 2/2 that makes a Food on ETB is already a solid playable – especially because this happens to be a Food itself, giving it even more upside and synergy. The activated ability will not be something you are always able to find the time to use, but there will also be turns where this thing animates a couple of foods and really makes your opponent’s life difficult. Note, by the way, it can animate other noncreature artifacts too. While Food is going to be the most typical thing it will animate, there are some other cards in the format it can turn into 4/4s too
This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Making it so this draws all on its own is a pretty big deal, because it means it’s never entirely useless. Then if you have enough big spells in your deck – something Red/Green and Blue/Green both want to do, this will turn into a pretty awesome value engine
A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
The adventure side of this is….not that exciting, but it does at least replace itself. The Enchantment side Is…even less exciting, as tripling your mana once you’re at 7 is meaningless in most Limited games
This looks really good to me as it delivers so much value for the cost. You get to add to the board up front, then you get some food, and then you get a very real permanent buff
A two mana 1/1 that reduces the cost of creature activated abilities by 1 is…not that exciting. Sure, there are abilities around, but not so many that you can count on Agatha being a key player in your deck. The cool thing is she counts herself, so her ability will basically cost 5 at the most, and that ability is a pretty awesome overrun effect. If you augment her power, you can gain access to it even more quickly
Those first two chapters can deliver some pretty absurd value, as making a hasty token copy of your best and then second-best creature can be a pretty serious beating. The first one will even get to attack twice! The bad news is, if you can’t take advantage of those tokens in time, you’re in trouble, because the Folly ultimately takes them away from you. Still, it seems like you should be able to get enough value out of those two tokens before the Folly goes away. Worth noting that you can sacrifice this to something with bargain before you reach chapter 3, in which case the downside goes away entirely. That’s where the power really is. It will feel pretty close to a bomb if you can do it consistently
A two mana 2/2 with Haste is a solid starting point, and getting a +1/+1 counter or two on Ash is doable. You can get Celebration going relatively often in Red/White, with cards that make Monster Role Auras, cards that make food, or cards that make creature tokens. It isn’t automatic to get it going but even triggering this once seems pretty nice
This first ability is pretty interesting. Basically, you can put Roles or other Auras on your opponents’ stuff to make them unable to attack if you want – some of the Roles already do downgrade opposing creatures, and that’s probably where this is best, because you don’t really want to augment a creature to add this effect. Sure, stopping them from attacking can be nice, but it isn’t usually worth buffing an opposing creature, especially because it isn’t like Erriette is invulnerable. There are enough Auras in this set for her other ability to believably drain 1 or 2 life, and that’s pretty powerful
It is effectively a 4-mana 5/5 with Trample, something that will give your opponent pause on most boards, and it comes with the ability to shed the Role that is attached to it to fight something. As a 4/4, the Troll is likely to be able to take something down on most board states. If you wait to play it on 5, it will often feel like a 5-mana 4/4 that just kills something, and that’s quite strong. If you can get some more auras on the Troll – something that is very doable in this format – it can even do it more than once, at which point it will feel truly absurd
It isn’t quite Hydroid Krasis, but it does a pretty good impression. It scales all game long and becomes even more of a flying threat – that also pumps out an increasingly impressive amount of food, which you can not only use to gain life, but also draws cards. As long as you pay at least 2 for X, the Goose Mother is always going to give you some permanent value and a very efficient body, and if it’s left unchecked it will draw you a ton of cards too
A three mana 3/3 that makes a Food is already close to a 3.0, so her other abilities are pretty amazing to have. Giving up food for cards is a very good deal, and sometimes buffing your creatures with Food is nice too. Keep in mind that the buff effect is only sorcery speed, while the draw a card effect is not. In the later stage of the game, you can look at this as a 5-mana 3/3 that draws you a card and you lose 1 life, which isn’t too shabby either. This looks like an excellent signpost Uncommon overall, with a great baseline and a very powerful effect on the game
Stun counters and tapping are featured heavily in this set, including on the UW signpost Uncommon, so actually getting these abilities going is doable. And you’ll have to, because otherwise she’s just a hard-to-cast 4-mana ¾. I do think she probably needs a build around grade, because even your typical UW deck isn’t going to have so many tap effects for this to really get going. Although, I guess even if you just have like…two, you’re going to feel pretty good, as triggering this ability only a single time is more than enough for her to feel amazing. At that point you’ll have paid 5 for a ¾ and a 4/4 that can still threaten to do way more
This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
A two mana 1/1 with Flying that can tap to loot is probably a 3.5 at the very worst. Looting for free just…always plays amazingly well in Limited. So, this added upside of turning into a copy of creatures in your graveyard is pretty amazing, especially because it holds on to flying
A gravedigger with Menace that can also get back enchantments is a card I’d already play, and this can also get larger. Keep in mind any time you put a role on a creature that already has one, it loses the one it had before, so that’s one of the built in ways in the format Neva can grow. Obviously, she works with Bargain too
A two mana 2/2 with Flash and Flying always makes the cut, so the fact that this will also chip in and make your opponent lose life while you play out other Faeries is nice, especially because so many Faeries are evasive that chipping in for one damage here and there makes it a lot easier for them to do lethal
A three mana 4/2 with Menace is a decent starting point. So how much extra value does the ability give you? Well…not much. Paying life is around in the format but it isn’t some huge theme, and you need to both pay life and have a card where it matters that you can reduce its cost
It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
It’s a 4-mana 2/3 that stuns something down and draws you a card. I’m always playing that. Stunning something isn’t quite as good as bouncing, but it feels pretty close! Then it works well with other tap effects too
It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
A 4-mana ¾ Flyer is a nice starting point, and if you can get the ability on it to trigger even once, Talion will feel completely insane. Now, you won’t always be able to make that happen, but if you choose “2” for example, there’s a pretty good chance Talion will get triggered at some point. If you have information about your opponents hand it gets even better. But yeah, we’re talking about a great baseline and a completely insane ceiling
As usual, Black-Red is into having things die, whether as a result of sacrificing them or otherwise. On its own, Totentanz is a three mana ⅔ that leaves behind a 1/1 that can’t block. That’s an okay card, but the fact that Totentanz can potentially become a Rat engine is pretty exciting to me
Playing this on turn three will often let you power out a 5 or even 6 drop on turn four, which is no joke. The loot effect is nice too, because it means when you don’t have something to power out with the mana Troyan produces, you can start digging for exactly that. And, looting for one mana is a pretty nice effect in Limited anyway
This has decent base stats, and there are some ways to make his ability actually do something – most notably, Food, but it doesn’t really feel to me like that things will line up consistently for Will to do anything special. You need both to gain life and have something where decreasing the cost actually matters, and that just won’t happen often enough for Will to be anything special
She has solid base stats and comes with the ability to duplicate Enchantments in a set with lots of them. That’s pretty amazing, especially because if you copy Auras – like Role Tokens – she’ll untap and let you do it again potentially. There seems to be plenty for her to copy in this set
In Limited, this best part of the card is probably just the creature. The Adventure can maybe draw you a couple of cards, but it’s expensive enough and random enough that I don’t love it. I do like the idea of an efficient 4/4 trampler that will reduce the cost of some of my guards. Being three different colors definitely makes it even more of a challenge to get Beluna going in the right situation though
The Adventure side of this is…not good on it’s own, since it’s would be a 2-for-1. It’s basically a worse version of Bone Splinters, and it isn’t like Bone Splinters is an amazing card. Obviously, it does get better being attached to a two mana 2/2 with upside, and if you did use Burn Together to kill something that turn, it will be a 3/3. I will say that the Sell-Sword side of this is going to be harder than it looks to get counters on. We’ve seen creatures like this before – including some with Flash – and it is surprisingly difficult to manufacture situations where you end up with a sizable creature
If this didn’t have an adventure attached, it would be a borderline playable card. There will be times where it is big for sure, but a two drop that you probably can’t play on turn two isn’t exactly ideal, and the upside is still just a large vanilla creature. However, having the adventure here definitely matters, as it helps set up the Somnophage a lot more effectively. Milling yourself or your opponent is a pretty good effect in the format too. Still, there will be times where this is very awkward, and the upside isn’t exactly through the roof.
A 4-mana 4/4 with Flying and Trample that spits out treasure is already an excellent card. So, the fact you can cast this as an adventure at some point too is great, especially because an instant speed Divination-like effect is itself probably already playable. When you have the time to cast both halves, this is going to generate a 3-for-1 for you.
If you can keep it around, Devouring Sugarmaw is a pretty scary creature. Luckily it doesn’t seem that hard to keep around in the format, especially because of its adventure, which will give you two piece of sacrifice fodder. I mean…on its own Have for Dinner is probably a playable card in this format, so having the upside of playing a huge hard-to-block creature is awesome. And yeah, there’s plenty of additional fodder in the format too. You can still run out of things to sacrifice of course, but overall, I think the Sugarmaw looks pretty good.
Either side of this would be good on its own. So stapling them together is pretty awesome. If you need a one drop, Elusive Otter can do the job pretty well, and if you draw it late you can put a bunch of counters on your stuff first.
You’ll often be able to pick off something small with the Adventure, and that means you’re talking about a potential 2-for-1. Then you get a 2/2 Flyer that can become a real problem of an attacker, especially when you leave your mana up, because your opponent has no idea exactly how big the Familiar is going to be
This is great. Sure, Puny Snack isn’t the best removal spell in the world, but when it’s attached to an efficient creature who also spits out a Food token, it doesn’t really matter. Generating a 2-for-1 with this is going to be really easy, and it’s probably going to be one of the better Uncommons in the entire format
Like the Gingerbread Hunter we just looked at, this is removal on one side and that’s amazing – in fact, in this case the removal is far more efficient! On its own, that card is usually premium removal. The creature side is a little more underwhelming, but still not too shabby for two mana
The creature side is effectively a 3-mana 3/2 with Haste that also buffs your whole board. That’s a pretty nice card! The Adventure side isn’t the most efficient way to produce a couple of Knight tokens, but like with all Adventures having that option at all is a big deal. I mean, if you have the time to cast both sides, getting a 3-for-1 isn’t out of the question, and if you have eight mana you can crank out the two 2/2s and then play the recruiter, which will be really devastating. All that said, this is an Adventure creature where you’re more likely to want to play the creature before you ever get the adventure
A three mana 2/2 with double strike is a card you always play, and this comes with some nice upside in a format with built in Auras in the form of Monster Roles. The tutor side of the card is pretty bad on its own, but because it’s attached to a creature, you can sort of look at this as a 5-mana 2/2 with double strike that tutors something up, and that’s actually a quality card, especially because the card you get is going to synergize with Kellan
The Adventure side gives you a full card, and the creature side usually will too. Sometimes more, because if you trade and get to cast an Adventure we’re talking about a 3-for-1 here. I can’t imagine you normally want to play this on turn two, as a creature, although I suppose if you’ve got a really nasty curve out it can do the trick. But even treating this as a 4-mana 3/2 that draws you a card sounds really good, and you can obviously divide up when you cast the two halves to make it feel even better and if you always have the mana available when it dies, it will just keep coming back
When it has a big enough friend around, it is going to be an intimidating attacker on any board – and that alone is enough for the Ruiner to be relevant almost all game long. This is a case where I think you probably do play this as a two drop when you have it on turn two, because while the Adventure is a nice bit of value to have, making sure you get it isn’t that important. Obviously, like a lot of these, it is fun how it synergizes with itself, as Stolen Goodies is likely to make one of your creatures have 4 or more power so that the Ruiner can do its thing. Basically, if you draw this later you’ll probably cast both halves, but if you have it early, you’re probably just playing it as a creature. Both of those options feel pretty good, though
When it has a big enough friend around, it is going to be an intimidating attacker on any board – and that alone is enough for the Ruiner to be relevant almost all game long. This is a case where I think you probably do play this as a two drop when you have it on turn two, because while the Adventure is a nice bit of value to have, making sure you get it isn’t that important. Obviously, like a lot of these, it is fun how it synergizes with itself, as Stolen Goodies is likely to make one of your creatures have 4 or more power so that the Ruiner can do its thing. Basically, if you draw this later you’ll probably cast both halves, but if you have it early, you’re probably just playing it as a creature. Both of those options feel pretty good, though There are certainly creature tokens in this format, and Hare Raising will sometimes be an absolute beating. Both sides of this have a really high ceiling, but the floor is actually pretty nice too, as even on their own both halves actually do something. I mean, imagine this as a three mana 2/2 with Hare Raising as the ETB
One important thing to note here is that Seek the Beast doesn’t give you as much time to play the card as we’ve seen lately, as you only have until your next end step. The good news is, it’s an Instant, so you can cast it at the end of your opponent’s turn, and then take advantage of those cards you reveal with all the mana you still have. And obviously, if you can play the Druid and then a non-green card on that turn, it’s going to feel pretty good. I will say that buffing the druid isn’t really going to be that easy. Sure, a decent chunk of your deck will buff it – but far more of it won’t, and it’s an extremely unimpressive creature if you can’t buff it consistently. Still, this certainly has 3-for-1 potential and is quite efficient
While it’s not quite Brazen Borrower for a number of reasons, Scalding Viper is pretty good and will feel similar sometimes. After all, it’s a creature that can bounce a nonland permanent and then add to the board. A two mana 2/1 with the Viper’s ability is a pretty nice two drop for Limited, as it is reasonably likely to chip in some extra damage all game, so the fact this can also bounce something is nice
Cleave Shadows is certainly somewhat situational, but I think you’ll be surprised by how many board states there will be where it lets you kill something. And if you’re doing that the shepherd will feel pretty nuts. You can of course Cleave and then cast the creature in the same turn too, in which case their debuffed board and your buffed creature probably mean you have a pretty great attack. Even without the Adventure, Shrouded Shepherd would definitely be playable too, so this is another one of these where the total package is incredibly impressive
As with most of these, if you take the adventure away, we’re talking about a playable card. A 4-mana 2/3 flyer that forces your opponent to discard is exactly that, and in the earlier part of the game the fact that this bounces a spell is pretty nice. That effect normally isn’t that impressive, mostly because you would go down a card for tempo alone, but because you have the Coven to play later, that isn’t true in this case. That makes the effect a heck of a lot more powerful
Faithless looting for two mana is a really nice adventure to have. That kind of card selection can be huge, especially if you have nothing else to do on turn two. The creature side of this is decidedly less impressive because it starts inefficiently and asks you to do something that even in Blue-Green you’re not going to do so often that the Hart will just become absolutely massive. Even in a ramp deck you can only have so many cards in your deck with a mana value high enough to trigger it
Both sides of this card have been fairly underwhelming when we’ve seen them lately. Destroying only tapped creatures is highly restrictive and not especially useful when you’re the beat down. But at least it does let you do it at instant speed, so a creature doesn’t have to hit you first. Then, a 4-mana 3/3 Flyer just isn’t what it used to be. However…like with all of these, even two medium cards stapled together is two cards making the Clique really good. It’s another adventure creature with an accessible 2-for-1.
The Adventure side of this isn’t always going to be super useful, but it is more flexible than most versions of the effect that we see. It can go after opposing creatures, which means that in addition to helping you blink your own stuff, you can use it to temporarily get rid of a blocker. Then, the creature side is incredibly imposing and can take over the game all on its own
I would always play a three mana 2/2 that draws me a card, and this is a lot better than that. Because of the Adventure, you can really look at it as a potential 4-mana 2/2 that gets you a permanent back from your graveyard – and that is also a card I would probably always play. Even playing this in a deck that can never cast the Adventure sounds really good
There are definitely activated abilities that your creatures can borrow, but most of this card’s value probably just comes from the fact that you can pit to gain +1/+1 counters on your board. Sometimes you’ll get to do something silly with activated abilities of course, but that part of the card can’t really be counted on. That said, the fact it can go after either graveyard is pretty nice, as it makes it easier and easier for you to get those counters
Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
This is a pretty spicy take on Icy Manipulator. Like the Manipulator, you can use it to tap an opposing creature on your opponent’s turn. That’s generally the more powerful way to use it, because it also means that creature won’t be attacking or blocking for an entire turn cycle. It’s pretty great that Hylda’s Crown can tap things for free when it’s your turn, and if you’re the beat down that will feel plenty good. Especially if you tapped something at the end of their turn, and then you do it again on your turn. That’s going to really wreak havoc on your opponent and there’s no way they can just ignore the Crown as a result. On top of all of that, the Crown’s ability to tap things plays especially well in a set where there are a handful of cards that pay you off for tapping things
A two mana artifact that can tap for one colorless is actually a reasonable card in Limited. We almost never see it these days. Usually, it costs three to get one that will tap for a mana. The card’s other mode will come up too, and while it isn’t exactly the most amazing piece of Equipment in the world, it offers a big enough buff to be something your opponent has to be a little concerned about
This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
This is another way to fix your mana that is solid, but certainly not exciting
This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
The planeswalker part of the card is usually irrelevant, although it is pretty hilarious when it is active. Still, for Limited, we have to ignore that part of the card when we evaluate it. Mostly, this is a two mana 3/1 that can grow that also happens to be a food, that also happens to like having other food and artifacts around. It works quite well with both food and Bargain
None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
This looks like a very nice land. Sure it enters tapped, but unlike a lot of utility lands we see, this one can produce colored mana so it isn’t a liability for your mana base. And that’s great, because the late game ability this has is pretty big. Getting back an Adventure late is going to be something that really helps you grind out a long game, since you often get a card that gives you impressive value when you do. You don’t really want more than one, but I think most decks will have enough adventures to make that first copy pretty nice
As usual, this provides nice fixing. Makes it pretty easy to splash a single card if you have one Evolving Wilds, since it effectively gives you two sources of your splash color
One of the greatest things about a creature land, especially one that gives you good fixing like all of the ones in this cycle do, is that they become very real cards by the part of the game where you don’t really need lands anymore, something that isn’t true about typical lands. This becomes an effective attacker that can even put counters on itself and if it’s left unchecked it is definitely a land that can take over the game. Worth remembering creature lands also effectively dodge Sorcery speed removal!
This one transforms into a really beefy creature when you need it to. Even without the attack trigger I would love this, but hating on the graveyard and getting a Food makes this thing even more amazing
Sure, a ¼ isn’t always going to get through, but this will drain 2 life any time it attacks, so your opponent will still usually need to alter how they are playing to account for it, and that gives you some pretty real value.
A 2/1 with First Strike can attack on a whole lot of boards, and the fact that this one is so cheap to animate is pretty amazing. Adding Scry as the attack trigger is definitely a nice addition
This is the beefiest of all the creature lands in this set, and it does not disappoint. A 5/5 trampler is an imposing presence virtually all game, and this can even buff one of your other creatures! It might take longer to get going than the other 4, but once it does get going, it is certainly the one in the cycle that is the most imposing
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare|White|Creature — Archon
|
5.0 | 4.9 | 1.46 | 41 | 2.00 | 65 |
ss-common text-light|White|Instant
|
2.0 | 2 | 9.47 | 36 | 7.67 | 315 |
ss-common text-light|White|Creature — Mouse
|
2.0 | 1.9 | 9.79 | 38 | 8.89 | 365 |
ss-common text-light|White|Creature — Human Knight
|
3.0 | 2.3 | 8.60 | 35 | 7.40 | 304 |
ss-common text-light|White|Instant
|
2.0 | 1.3 | 11.47 | 34 | 9.57 | 383 |
ss-common text-light|White|Creature — Faerie Advisor
|
2.5 | 1.9 | 9.73 | 33 | 8.36 | 342 |
ss-uncommon|White|Creature — Mouse
|
3.0 | 2.7 | 7.31 | 16 | 5.85 | 100 |
ss-common text-light|White|Enchantment — Aura
|
2.5 | 3.7 | 4.74 | 38 | 4.59 | 182 |
ss-uncommon|White|Creature — Human Noble
|
3.0 | 3.3 | 5.75 | 16 | 4.60 | 68 |
ss-uncommon|White|Creature — Human Noble
|
3.0 | 2.5 | 8.12 | 16 | 5.06 | 105 |
ss-uncommon|White|Creature — Griffin
|
3.0 | 2.7 | 7.36 | 14 | 5.86 | 100 |
ss-rare|White|Instant
|
0.0 | 1 | 12.14 | 14 | 8.97 | 143 |
ss-rare|White|Sorcery
|
5.0 | 4.5 | 2.37 | 35 | 2.20 | 67 |
ss-common text-light|White|Creature — Elemental Soldier
|
1.5 | 1.6 | 10.39 | 23 | 8.45 | 358 |
ss-uncommon|White|Creature — Dwarf Knight
|
3.5 | 3.3 | 5.75 | 16 | 4.93 | 100 |
ss-uncommon|White|Artifact
|
3.5 | 3.1 | 6.22 | 18 | 4.43 | 78 |
ss-common text-light|White|Enchantment
|
2.5 | 3.6 | 4.92 | 49 | 4.71 | 207 |
ss-common text-light|White|Instant
|
2.5 | 2.7 | 7.48 | 31 | 6.13 | 233 |
ss-uncommon|White|Creature — Human Knight
|
1.0 // 3.5 | 2.5 | 8.06 | 16 | 6.44 | 125 |
ss-common text-light|White|Instant
|
1.5 | 1.8 | 10.05 | 40 | 8.66 | 319 |
ss-mythic|White|Creature — Spirit Knight
|
3.0 | -0 | 15.00 | 0 | 2.89 | 9 |
ss-common text-light|White|Instant
|
1.5 | 1.1 | 11.82 | 39 | 9.65 | 400 |
ss-uncommon|White|Enchantment — Saga
|
2.0 | 3.8 | 4.37 | 19 | 3.84 | 58 |
ss-common text-light|White|Creature — Human Peasant
|
2.5 | 1.5 | 10.79 | 29 | 8.99 | 347 |
ss-rare|White|Creature — Rabbit Unicorn
|
3.0 | 4.7 | 1.78 | 41 | 2.21 | 66 |
ss-common text-light|White|Sorcery
|
2.0 | 2.1 | 9.10 | 29 | 7.88 | 324 |
ss-common text-light|White|Creature — Elk
|
2.5 | 1.8 | 9.88 | 24 | 8.74 | 358 |
ss-common text-light|White|Creature — Human Knight
|
2.5 | 1.6 | 10.63 | 43 | 8.87 | 394 |
ss-common text-light|White|Creature — Human Knight
|
2.0 | 1.5 | 10.88 | 32 | 8.76 | 349 |
ss-uncommon|White|Enchantment
|
1.0 // 3.0 | 2.1 | 9.06 | 16 | 7.31 | 114 |
ss-rare|White|Creature — Human Peasant
|
5.0 | 5 | 1.00 | 62 | 1.00 | 78 |
ss-common text-light|White|Creature — Dwarf Knight
|
1.5 | 2.4 | 8.17 | 47 | 6.60 | 240 |
ss-uncommon|White|Instant
|
3.0 | 2.1 | 9.00 | 11 | 5.55 | 96 |
ss-rare|White|Enchantment
|
1.0 | 3.3 | 5.67 | 6 | 3.54 | 27 |
ss-rare|White|Enchantment — Saga
|
4.5 | 4.6 | 2.00 | 38 | 2.25 | 72 |
ss-common text-light|White|Creature — Faerie Scout
|
2.5 | 1.5 | 10.81 | 31 | 8.98 | 384 |
ss-common text-light|White|Creature — Human Peasant Wizard
|
2.0 | 1.9 | 9.65 | 34 | 8.42 | 359 |
ss-mythic|White|Enchantment
|
5.0 | 5 | 1.00 | 2 | 1.00 | 2 |
ss-rare|White|Creature — Elf Fox Knight
|
4.0 | 4.5 | 2.31 | 39 | 2.27 | 68 |
ss-common text-light|Blue|Creature — Elemental
|
1.5 | 1.8 | 9.82 | 34 | 8.54 | 348 |
ss-uncommon|Blue|Creature — Dragon Wizard
|
2.5 | 3.3 | 5.83 | 12 | 4.38 | 70 |
ss-mythic|Blue|Sorcery
|
3.5 | 5 | 1.00 | 2 | 2.22 | 9 |
ss-common text-light|Blue|Creature — Giant Soldier
|
2.5 | 2.7 | 7.40 | 25 | 6.62 | 259 |
ss-uncommon|Blue|Enchantment — Aura
|
3.0 | 3.2 | 6.11 | 18 | 5.00 | 74 |
ss-uncommon|Blue|Creature — Faerie Advisor
|
4.0 | 2.1 | 9.05 | 20 | 6.84 | 115 |
ss-common text-light|Blue|Creature — Human Warlock
|
2.5 | 1.8 | 10.04 | 28 | 8.67 | 349 |
ss-uncommon|Blue|Instant
|
0.5 | 1.5 | 10.89 | 9 | 7.50 | 128 |
ss-rare|Blue|Enchantment
|
3.5 | 4.1 | 3.56 | 9 | 2.74 | 24 |
ss-rare|Blue|Instant
|
3.0 | 3.6 | 4.46 | 28 | 3.51 | 125 |
ss-common text-light|Blue|Sorcery
|
2.0 | 1.1 | 12.00 | 17 | 9.56 | 329 |
ss-uncommon|Blue|Enchantment — Saga
|
1.5 // 3.5 | 2.5 | 8.00 | 10 | 5.80 | 108 |
ss-uncommon|Blue|Creature — Giant Wizard
|
3.0 | 1.8 | 9.89 | 9 | 7.10 | 137 |
ss-rare|Blue|Creature — Whale
|
4.5 | 4.5 | 2.30 | 47 | 2.03 | 81 |
ss-common text-light|Blue|Instant
|
2.0 | 2 | 9.34 | 29 | 8.29 | 315 |
ss-uncommon|Blue|Creature — Elemental Soldier
|
3.0 | 2.5 | 7.88 | 8 | 5.73 | 91 |
ss-rare|Blue|Creature — Human Wizard
|
4.0 | 4.9 | 1.25 | 44 | 1.31 | 76 |
ss-common text-light|Blue|Sorcery
|
1.5 | 2.4 | 8.36 | 33 | 7.34 | 295 |
ss-common text-light|Blue|Sorcery
|
2.5 | 1.9 | 9.80 | 44 | 8.39 | 329 |
ss-common text-light|Blue|Artifact Creature — Construct
|
3.0 | 1.1 | 11.97 | 37 | 9.38 | 339 |
ss-common text-light|Blue|Creature — Merfolk
|
2.0 | 0.9 | 12.44 | 25 | 10.11 | 433 |
ss-common text-light|Blue|Instant
|
3.0 | 0.9 | 12.49 | 39 | 10.07 | 411 |
ss-common text-light|Blue|Creature — Faerie Rogue
|
2.5 | 1.8 | 10.06 | 33 | 7.80 | 338 |
ss-common text-light|Blue|Creature — Faerie Wizard
|
3.5 | 1.6 | 10.55 | 38 | 8.07 | 329 |
ss-uncommon|Blue|Creature — Faerie Rogue
|
3.0 | 3.5 | 5.24 | 17 | 4.60 | 76 |
ss-common text-light|Blue|Instant
|
2.0 | 2 | 9.46 | 24 | 7.34 | 297 |
ss-rare|Blue|Creature — Faerie Wizard
|
2.5 | 4.4 | 2.57 | 30 | 2.52 | 63 |
ss-common text-light|Blue|Sorcery
|
2.0 | 1.7 | 10.28 | 25 | 9.23 | 369 |
ss-common text-light|Blue|Creature — Faerie Wizard
|
3.0 | 1.8 | 9.86 | 29 | 8.38 | 361 |
ss-common text-light|Blue|Instant
|
1.0 // 2.5 | 2.2 | 8.74 | 35 | 7.42 | 297 |
ss-uncommon|Blue|Creature — Elemental Wizard
|
3.5 | 2.9 | 7.00 | 19 | 5.47 | 106 |
ss-common text-light|Blue|Creature — Human Rogue
|
1.5 | 0.9 | 12.42 | 33 | 10.17 | 410 |
ss-uncommon|Blue|Instant
|
1.5 | 1.5 | 10.78 | 9 | 7.30 | 128 |
ss-rare|Blue|Creature — Faerie Noble
|
5.0 | 4.7 | 1.79 | 39 | 1.89 | 66 |
ss-uncommon|Blue|Creature — Human Knight
|
3.5 | 2.6 | 7.76 | 17 | 5.38 | 105 |
ss-common text-light|Blue|Creature — Human Wizard
|
3.0 | 2.1 | 9.22 | 36 | 8.03 | 323 |
ss-mythic|Blue|Enchantment
|
0.0 | 3.2 | 5.38 | 13 | 4.27 | 90 |
ss-common text-light|Blue|Instant
|
2.0 | 0.9 | 12.46 | 26 | 10.32 | 452 |
ss-mythic|Black|Legendary Planeswalker — Ashiok
|
5.0 | 5 | 1.00 | 2 | 1.00 | 3 |
ss-uncommon|Black|Creature Nightmare
|
2.5 | 2.4 | 8.25 | 8 | 5.84 | 110 |
ss-uncommon|Black|Sorcery
|
3.5 | 3.6 | 4.90 | 10 | 4.23 | 83 |
ss-common text-light|Black|Creature — Faerie
|
2.0 | 3.1 | 6.33 | 36 | 6.06 | 222 |
ss-mythic|Black|Sorcery
|
2.0 | 3.5 | 4.57 | 14 | 3.14 | 64 |
ss-common text-light|Black|Instant
|
4.0 | 4.3 | 2.86 | 65 | 3.13 | 118 |
ss-common text-light|Black|Creature — Human Warlock
|
3.0 | 3.2 | 6.10 | 42 | 5.52 | 235 |
ss-uncommon|Black|Creature — Faerie Warlock
|
1.0 | 1.5 | 10.75 | 4 | 6.40 | 139 |
ss-uncommon|Black|Sorcery
|
0.0 | 1.2 | 11.70 | 10 | 7.46 | 128 |
ss-rare|Black|Instant
|
3.5 | 4.6 | 2.07 | 43 | 2.06 | 65 |
ss-common text-light|Black|Sorcery
|
1.5 | 1.3 | 11.42 | 24 | 8.45 | 349 |
ss-uncommon|Black|Creature — Faerie Warlock
|
3.5 | 3.6 | 4.78 | 23 | 4.72 | 84 |
ss-uncommon|Black|Instant
|
4.0 | 3.6 | 4.79 | 19 | 3.80 | 72 |
ss-common text-light|Black|Instant
|
2.0 | 3.8 | 4.47 | 38 | 4.58 | 199 |
ss-common text-light|Black|Creature — Zombie Knight
|
3.0 | 2.4 | 8.37 | 38 | 7.41 | 324 |
ss-rare|Black|Creature — Human Warlock
|
4.5 | 4.9 | 1.40 | 47 | 1.53 | 62 |
ss-uncommon|Black|Creature — Faerie Warlock
|
3.5 | 4 | 3.80 | 10 | 3.21 | 55 |
ss-common text-light|Black|Enchantment
|
2.5 | 3.4 | 5.49 | 43 | 5.46 | 230 |
ss-rare|Black|Sorcery
|
1.5 | 3.5 | 5.20 | 5 | 3.97 | 39 |
ss-rare|Black|Legendary Creature — Rat Noble
|
4.5 | 4.8 | 1.59 | 49 | 1.70 | 62 |
ss-rare|Black|Enchantment
|
3.5 | 4.7 | 1.89 | 38 | 1.94 | 68 |
ss-uncommon|Black|Creature — Rat Peasant
|
4.0 | 3.9 | 4.06 | 16 | 3.64 | 51 |
ss-common text-light|Black|Creature — Horror
|
2.0 | 3.1 | 6.28 | 50 | 5.61 | 233 |
ss-common text-light|Black|Instant
|
1.5 | 1.7 | 10.11 | 28 | 8.31 | 321 |
ss-rare|Black|Sorcery
|
2.5 | 4.5 | 2.44 | 34 | 2.29 | 81 |
ss-common text-light|Black|Instant
|
2.0 | 2.8 | 7.18 | 57 | 6.82 | 296 |
ss-common text-light|Black|Instant
|
2.0 | 2.2 | 8.76 | 41 | 7.57 | 295 |
ss-common text-light|Black|Creature Horror
|
2.0 | 2.8 | 7.14 | 36 | 6.61 | 308 |
ss-common text-light|Black|Sorcery
|
2.5 | 3.1 | 6.41 | 32 | 5.66 | 227 |
ss-rare|Black|Creature — Specter
|
5.0 | 4.7 | 1.77 | 44 | 2.31 | 66 |
ss-rare|Black|Creature — Human Warlock
|
3.0 | 4.2 | 3.00 | 46 | 2.81 | 98 |
ss-common text-light|Black|Creature — Faerie Assassin
|
1.5 | 2 | 9.49 | 37 | 8.25 | 332 |
ss-common text-light|Black|Instant
|
1.5 | 1.4 | 10.97 | 36 | 9.14 | 381 |
ss-common text-light|Black|Creature — Human Warlock
|
3.0 | 3.3 | 5.77 | 39 | 5.83 | 240 |
ss-uncommon|Black|Instant
|
3.5 | 3.9 | 4.10 | 20 | 3.53 | 46 |
ss-rare|Black|Creature — Rat
|
3.5 | 4.7 | 1.89 | 46 | 1.78 | 74 |
ss-uncommon|Black|Creature — Human Warlock
|
4.5 | 3.8 | 4.43 | 14 | 3.37 | 51 |
ss-mythic|Black|Enchantment
|
5.0 | 4.9 | 1.33 | 3 | 1.25 | 4 |
ss-common text-light|Black|Creature — Rat
|
2.0 | 3.1 | 6.35 | 34 | 5.11 | 193 |
ss-common text-light|Black|Creature — Cat
|
1.5 | 1.4 | 10.94 | 17 | 7.54 | 287 |
ss-common text-light|Black|Creature — Nightmare
|
2.0 | 1.8 | 10.00 | 37 | 8.10 | 308 |
ss-uncommon|Black|Enchantment — Saga
|
4.0 | 4.4 | 2.71 | 21 | 2.32 | 53 |
ss-uncommon|Red|Creature — Ogre Warrior
|
2.5 | 3.3 | 5.63 | 19 | 4.27 | 86 |
ss-common text-light|Red|Creature — Ogre
|
2.0 | 1.8 | 10.08 | 37 | 8.42 | 335 |
ss-common text-light|Red|Artifact — Equipment
|
0.0 | 1.5 | 10.79 | 29 | 9.49 | 386 |
ss-uncommon|Red|Creature — Human Ranger
|
2.5 | 3.2 | 6.05 | 19 | 5.66 | 110 |
ss-rare|Red|Creature — Human Rogue
|
4.0 | 4.5 | 2.30 | 46 | 2.09 | 77 |
ss-common text-light|Red|Sorcery
|
2.5 | 3.7 | 4.63 | 46 | 4.12 | 160 |
ss-common text-light|Red|Creature — Dog
|
3.0 | 3 | 6.66 | 38 | 5.74 | 222 |
ss-uncommon|Red|Creature — Human Knight
|
3.0 | 3.5 | 5.25 | 16 | 4.87 | 64 |
ss-common text-light|Red|Instant
|
2.0 | 2.8 | 7.22 | 36 | 6.59 | 277 |
ss-rare|Red|Enchantment
|
0.0 | 2.1 | 9.09 | 11 | 6.56 | 42 |
ss-common text-light|Red|Instant
|
3.5 | 2.9 | 6.98 | 45 | 6.40 | 239 |
ss-common text-light|Red|Instant
|
1.0 // 2.5 | 1.8 | 10.00 | 35 | 8.53 | 352 |
ss-rare|Red|Legendary Creature — Human Noble
|
4.0 | 4.6 | 2.02 | 44 | 1.95 | 64 |
ss-common text-light|Red|Creature — Giant
|
2.0 | 2.6 | 7.78 | 32 | 6.03 | 226 |
ss-common text-light|Red|Creature — Human Peasant
|
2.0 | 3.1 | 6.44 | 50 | 6.96 | 285 |
ss-common text-light|Red|Creature — Human Soldier
|
1.5 | 2.5 | 7.91 | 44 | 7.46 | 265 |
ss-uncommon|Red|Creature — Elemental
|
3.5 | 3.6 | 4.89 | 18 | 3.62 | 69 |
ss-rare|Red|Legendary Creature — Human Knight
|
2.5 | 3.9 | 3.69 | 29 | 3.01 | 82 |
ss-common text-light|Red|Instant
|
1.5 | 1.2 | 11.66 | 32 | 10.10 | 398 |
ss-uncommon|Red|Enchantment — Saga
|
1.0 | 1.5 | 10.75 | 4 | 7.23 | 137 |
ss-common text-light|Red|Creature — Human Bard
|
2.0 | 2 | 9.52 | 44 | 8.21 | 347 |
ss-common text-light|Red|Creature — Dwarf Knight
|
3.5 | 2.6 | 7.71 | 45 | 7.45 | 295 |
ss-uncommon|Red|Instant
|
2.5 | 3.5 | 5.08 | 13 | 4.16 | 58 |
ss-rare|Red|Creature — Mouse
|
3.5 | 3.5 | 5.17 | 6 | 4.11 | 22 |
ss-common text-light|Red|Creature — Human Peasant
|
3.0 | 3.5 | 5.13 | 31 | 4.97 | 195 |
ss-mythic|Red|Creature — Dragon
|
5.0 | 4.9 | 1.20 | 5 | 1.20 | 5 |
ss-rare|Red|Creature — Goblin Warrior
|
5.0 | 4.7 | 1.84 | 51 | 1.81 | 61 |
ss-common text-light|Red|Creature — Goblin Rogue
|
2.5 | 2.7 | 7.51 | 39 | 6.85 | 266 |
ss-rare|Red|Creature — Elemental
|
1.5 | 4.3 | 3.00 | 5 | 3.67 | 21 |
ss-common text-light|Red|Creature — Dwarf Knight
|
1.5 | 1.4 | 11.00 | 35 | 8.99 | 397 |
ss-rare|Red|Sorcery
|
3.5 | 4.7 | 1.87 | 53 | 1.80 | 70 |
ss-uncommon|Red|Instant
|
4.0 | 3.9 | 4.20 | 20 | 3.68 | 77 |
ss-uncommon|Red|Creature — Human Peasant
|
2.5 | 2.8 | 7.30 | 20 | 6.22 | 130 |
ss-common text-light|Red|Instant
|
4.0 | 4.3 | 3.09 | 47 | 3.44 | 115 |
ss-uncommon|Red|Sorcery
|
1.5 | 3.7 | 4.53 | 19 | 4.55 | 98 |
ss-uncommon|Red|Creature — Giant
|
4.5 | 4.2 | 3.32 | 25 | 3.00 | 68 |
ss-common text-light|Red|Artifact Creature — Construct
|
1.0 // 3.0 | 2.1 | 9.14 | 37 | 8.49 | 368 |
ss-mythic|Red|Enchantment
|
3.0 | 4.3 | 2.83 | 6 | 2.92 | 13 |
ss-common text-light|Red|Sorcery
|
2.0 | 2.2 | 8.76 | 42 | 7.98 | 326 |
ss-uncommon|Red|Instant
|
4.0 | 4.4 | 2.62 | 26 | 2.55 | 38 |
ss-uncommon|Green|Creature — Human Knight
|
3.5 | 4.1 | 3.56 | 18 | 3.11 | 48 |
ss-common text-light|Green|Creature — Plant Wurm
|
2.0 | 1.7 | 10.28 | 18 | 6.43 | 274 |
ss-common text-light|Green|Enchantment — Aura
|
1.0 | 1.3 | 11.43 | 30 | 9.36 | 397 |
ss-mythic|Green|Creature — Turtle
|
3.0 | 4.2 | 3.33 | 3 | 2.57 | 7 |
ss-rare|Green|Creature — Elemental Raccoon
|
4.0 | 4.4 | 2.64 | 39 | 2.39 | 78 |
ss-common text-light|Green|Sorcery
|
2.0 | 2.5 | 7.98 | 43 | 7.57 | 285 |
ss-common text-light|Green|Sorcery
|
1.5 | 1.1 | 11.97 | 30 | 10.17 | 407 |
ss-common text-light|Green|Sorcery
|
3.0 | 3.5 | 5.16 | 38 | 5.30 | 228 |
ss-rare|Green|Creature — Elf Artificer
|
4.0 | 4.6 | 2.11 | 44 | 2.16 | 68 |
ss-rare|Green|Sorcery
|
4.0 | 4.4 | 2.54 | 48 | 2.76 | 93 |
ss-common text-light|Green|Creature — Elf Fox Warrior
|
3.5 | 3.1 | 6.36 | 33 | 6.08 | 216 |
ss-uncommon|Green|Sorcery
|
3.5 | 3.5 | 5.33 | 18 | 4.00 | 78 |
ss-rare|Green|Creature — Satyr Warrior
|
5.0 | 5 | 1.00 | 60 | 1.00 | 72 |
ss-common text-light|Green|Creature — Giant
|
3.0 | 3.4 | 5.50 | 36 | 4.73 | 174 |
ss-common text-light|Green|Creature — Wolf
|
2.5 | 2.8 | 7.10 | 31 | 5.34 | 206 |
ss-uncommon|Green|Creature — Beast
|
3.5 | 3.2 | 6.10 | 10 | 4.70 | 82 |
ss-rare|Green|Enchantment — Saga
|
4.0 | 4.7 | 1.90 | 50 | 1.93 | 82 |
ss-common text-light|Green|Instant
|
1.0 | 1.3 | 11.27 | 26 | 9.58 | 415 |
ss-uncommon|Green|Enchantment
|
0.0 | 1.4 | 11.14 | 14 | 7.31 | 87 |
ss-common text-light|Green|Creature — Elf Advisor
|
3.0 | 2.8 | 7.10 | 29 | 6.88 | 288 |
ss-uncommon|Green|Creature — Elf Warrior
|
3.5 | 3.7 | 4.74 | 19 | 4.03 | 82 |
ss-common text-light|Green|Sorcery
|
2.0 | 1.9 | 9.61 | 38 | 7.80 | 308 |
ss-common text-light|Green|Creature — Satyr Scout
|
3.0 | 3.2 | 6.03 | 34 | 4.97 | 207 |
ss-uncommon|Green|Instant
|
2.0 | 3.2 | 6.00 | 16 | 4.50 | 81 |
ss-rare|Green|Creature — Elf Knight
|
3.5 | 4.5 | 2.44 | 34 | 2.33 | 66 |
ss-common text-light|Green|Creature — Giant Archer
|
1.5 | 1.4 | 11.09 | 32 | 8.93 | 389 |
ss-common text-light|Green|Sorcery
|
0.5 | 1.2 | 11.60 | 30 | 9.49 | 393 |
ss-uncommon|Green|Creature — Giant Warrior
|
4.0 | 4.1 | 3.40 | 15 | 3.96 | 67 |
ss-uncommon|Green|Creature — Satyr
|
3.5 | 3.1 | 6.22 | 18 | 4.67 | 90 |
ss-common text-light|Green|Creature — Wolf
|
1.5 | 1.7 | 10.18 | 34 | 8.63 | 359 |
ss-rare|Green|Sorcery
|
4.5 | 3 | 6.60 | 5 | 5.14 | 34 |
ss-common text-light|Green|Instant
|
2.0 | 1.2 | 11.78 | 36 | 9.39 | 409 |
ss-common text-light|Green|Creature — Ouphe
|
0.0 | 1 | 12.27 | 15 | 9.54 | 381 |
ss-uncommon|Green|Artifact Creature — Food Golem
|
4.0 | 4.2 | 3.15 | 27 | 3.43 | 49 |
ss-common text-light|Green|Creature — Ouphe
|
2.5 | 1.9 | 9.61 | 33 | 8.01 | 332 |
ss-uncommon|Green|Enchantment
|
2.5 | 3.8 | 4.35 | 17 | 4.59 | 93 |
ss-common text-light|Green|Creature — Human Knight
|
2.0 | 1.5 | 10.69 | 29 | 9.09 | 366 |
ss-mythic|Green|Enchantment
|
1.0 | 4.2 | 3.00 | 13 | 3.56 | 67 |
ss-uncommon|Green|Enchantment — Saga
|
3.5 | 4.1 | 3.64 | 22 | 3.35 | 56 |
ss-mythic|Red|Green|Legendary Creature — Human Warlock
|
3.0 | 3.7 | 4.10 | 20 | 3.69 | 65 |
ss-rare|Blue|Red|Enchantment
|
3.5 | 2.1 | 9.00 | 8 | 5.52 | 34 |
ss-uncommon|White|Red|Legendary Creature — Human Peasant
|
3.0 | 3.5 | 5.14 | 14 | 5.46 | 86 |
ss-mythic|White|Black|Legendary Creature — Human Warlock
|
3.5 | 3.2 | 6.00 | 1 | 5.00 | 5 |
ss-rare|Black|Green|Creature — Troll
|
4.5 | 4.7 | 1.82 | 49 | 1.83 | 72 |
ss-rare|Blue|Green|Legendary Creature — Bird Hydra
|
5.0 | 5 | 1.02 | 47 | 1.03 | 75 |
ss-uncommon|Black|Green|Legendary Creature — Human Warrior
|
4.0 | 3.6 | 4.96 | 24 | 3.59 | 67 |
ss-mythic|White|Blue|Legendary Creature — Human Warlock
|
2.5 // 5.0 | 4.6 | 2.00 | 3 | 2.88 | 9 |
ss-uncommon|Blue|Red|Legendary Creature — Human Wizard
|
3.5 | 3 | 6.53 | 17 | 5.44 | 99 |
ss-rare|Blue|Black|Creature — Faerie Shapeshifter
|
4.5 | 2.9 | 7.00 | 4 | 3.52 | 26 |
ss-uncommon|White|Black|Legendary Creature — Human Noble
|
3.5 | 3.6 | 4.81 | 16 | 4.63 | 96 |
ss-uncommon|Blue|Black|Legendary Creature — Faerie Warrior
|
4.0 | 2.9 | 6.89 | 9 | 5.24 | 76 |
ss-mythic|Black|Red|Legendary Creature — Human Wizard
|
3.0 | 3.7 | 4.16 | 19 | 3.48 | 63 |
ss-uncommon|Red|Green|Legendary Creature — Human Scout
|
3.5 | 3 | 6.64 | 11 | 5.71 | 110 |
ss-uncommon|White|Blue|Legendary Creature — Merfolk Wizard
|
3.5 | 3.3 | 5.85 | 13 | 5.60 | 84 |
ss-uncommon|White|Green|Legendary Creature — Human Knight
|
4.0 | 3.5 | 5.17 | 12 | 5.18 | 66 |
ss-mythic|Blue|Black|Legendary Creature — Faerie Noble
|
4.0 | 4.6 | 2.00 | 4 | 2.00 | 4 |
ss-uncommon|Black|Red|Legendary Creature — Human Warlock Bard
|
3.5 | 3.3 | 5.82 | 17 | 4.66 | 96 |
ss-uncommon|Blue|Green|Legendary Creature — Vedalken Scout
|
4.0 | 1.5 | 10.78 | 9 | 6.67 | 127 |
ss-mythic|White|Blue|Legendary Creature — Human Wizard
|
3.0 | 3.3 | 5.21 | 14 | 3.87 | 82 |
ss-rare|White|Green|Legendary Creature — Elf Noble
|
4.0 | 4.2 | 3.05 | 39 | 2.92 | 92 |
ss-mythic|Blue|Red|Green|Legendary Creature — Giant Noble
|
3.0 | 3.5 | 4.70 | 10 | 4.03 | 67 |
ss-uncommon|Black|Creature — Human Soldier
|
2.5 | 3.8 | 4.40 | 15 | 4.75 | 63 |
ss-rare|Black|Creature — Nightmare
|
2.5 | 4.1 | 3.24 | 29 | 3.11 | 79 |
ss-rare|Red|Creature — Dragon
|
5.0 | 4.7 | 1.79 | 52 | 1.79 | 62 |
ss-rare|Black|Creature — Horror
|
3.5 | 4.6 | 2.16 | 31 | 2.02 | 63 |
ss-rare|Blue|Creature — Otter
|
4.5 | 4.3 | 2.75 | 36 | 2.54 | 92 |
ss-uncommon|Blue|Creature — Otter Wizard
|
4.0 | 3.5 | 5.18 | 17 | 4.90 | 78 |
ss-uncommon|Green|Creature — Giant
|
4.5 | 4.3 | 3.00 | 27 | 2.72 | 49 |
ss-rare|White|Creature — Human Knight
|
5.0 | 4.6 | 2.18 | 57 | 2.34 | 90 |
ss-uncommon|Red|Creature — Human Knight
|
3.5 | 4.5 | 2.44 | 25 | 2.28 | 38 |
ss-mythic|Red|Legendary Creature — Human Faerie
|
4.0 | 5 | 1.00 | 4 | 2.00 | 6 |
ss-rare|Green|Creature Human Knight
|
5.0 | 4.7 | 1.79 | 61 | 1.74 | 82 |
ss-uncommon|Red|Creature — Goblin Rogue
|
3.5 | 3.5 | 5.29 | 14 | 4.51 | 79 |
ss-rare|White|Creature — Rabbit
|
3.5 | 4.8 | 1.57 | 7 | 3.05 | 23 |
ss-rare|Green|Creature — Human Druid
|
3.0 | 4.7 | 1.83 | 40 | 2.12 | 80 |
ss-rare|Red|Creature — Elemental Snake
|
4.0 | 4.4 | 2.48 | 50 | 2.69 | 86 |
ss-uncommon|White|Creature — Spirit Warrior
|
4.0 | 3.5 | 5.25 | 20 | 4.15 | 67 |
ss-uncommon|Black|Creature — Faerie Warlock
|
3.5 | 3.4 | 5.57 | 14 | 3.81 | 57 |
ss-uncommon|Green|Creature — Elemental Elk
|
3.5 | 1.4 | 11.17 | 6 | 6.23 | 103 |
ss-uncommon|Blue|Creature — Faerie
|
4.0 | 3.9 | 4.18 | 22 | 3.78 | 74 |
ss-rare|Blue|Creature — Faerie Wizard
|
4.5 | 4.8 | 1.67 | 40 | 2.40 | 75 |
ss-uncommon|White|Creature — Human Cleric
|
3.5 | 3.8 | 4.38 | 13 | 3.87 | 64 |
ss-mythic||Legendary Artifact
|
2.0 | 4.6 | 2.00 | 1 | 1.50 | 2 |
ss-common text-light||Artifact — Food Clue
|
1.5 | 2.2 | 8.83 | 36 | 7.87 | 316 |
ss-uncommon||Artifact
|
1.5 | 2.4 | 8.27 | 11 | 5.86 | 105 |
ss-uncommon||Legendary Artifact — Food
|
1.0 | 2.7 | 7.40 | 15 | 5.43 | 101 |
ss-common text-light||Artifact Creature — Food Golem
|
2.5 | 2.6 | 7.69 | 36 | 6.40 | 247 |
ss-rare||Legendary Artifact
|
4.5 | 4.9 | 1.14 | 59 | 1.12 | 71 |
ss-rare||Legendary Artifact
|
2.5 | 3.5 | 5.33 | 3 | 3.88 | 24 |
ss-common text-light||Artifact
|
2.0 | 2.8 | 7.09 | 53 | 6.24 | 271 |
ss-common text-light||Artifact Creature — Scarecrow
|
2.0 | 1.8 | 9.95 | 42 | 8.65 | 346 |
ss-uncommon||Artifact
|
0.5 | 1.2 | 11.64 | 14 | 9.14 | 175 |
ss-rare||Legendary Artifact Creature — Food Knight
|
3.5 | 4.5 | 2.36 | 44 | 2.24 | 84 |
ss-uncommon||Artifact — Food
|
1.5 | 2.3 | 8.60 | 10 | 6.70 | 142 |
ss-common text-light||Land
|
1.0 | 2.3 | 8.46 | 26 | 6.93 | 284 |
ss-uncommon||Land
|
3.0 | 4 | 3.86 | 21 | 3.57 | 57 |
ss-common text-light||Land
|
2.5 | 3 | 6.46 | 52 | 5.88 | 267 |
ss-rare||Land
|
3.5 | 3.9 | 3.64 | 55 | 3.23 | 145 |
ss-rare||Land
|
4.0 | 4.4 | 2.61 | 41 | 2.48 | 82 |
ss-rare||Land
|
3.5 | 4.1 | 3.25 | 32 | 2.73 | 94 |
ss-rare||Land
|
3.5 | 3.6 | 5.00 | 9 | 3.84 | 28 |
ss-rare||Land
|
4.0 | 4.2 | 3.12 | 41 | 3.02 | 113 |
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: