Adding a one mana kicker to all your stuff that lets you drain 1 life is a pretty useful thing. Making your opponent’s stuff enter tapped is less good, as it is something that only matters if you’re the beatdown. However, the two things do combine fairly nicely together, since draining 1 life will pressure your opponent and the new creatures they play won’t be able to block. Even nerfing food and treasure is going to come up sometimes
This was pretty nice last time we saw it. Cranking out 1/1s with lifelink and being able to draw cards off of them is nice, and the addition of food in this format means that gaining life isn’t very difficult. This definitely has the potential to be quite the engine, though it can be a little slow to get going
This is an oblivion ring variant, and like all of them it is premium removal. Hitting multiple permanent types and exiling for three is just that good. There’s a risk it gets destroyed of course, but that doesn’t make it any less impressive
Giving all of your enchanted creatures Shroud is pretty intriguing, since Auras are so easily available in this format. However, this is still an enchantment that does pretty much nothing on its own, and things just won’t always line up for it do something, even in this format.
I think this has potential, at least in some decks. Food isn’t that readily available in White, but if you’re paired with Black or Green, you’re going to have food – and this basically adds “make a 2/2 flying token” to your food getting sacrificed and that’s honestly…kind of insane. There are other ways to gain life in White too of course, but that’s the one that immediately springs to mind when you see a card that has a threshold of 3 life for it to do something. It needs a build around grade, since not all White decks will trigger it enough, but I think this can make a whole lot of tokens in the right deck
There are enough tokens in this set for this to be good in some decks. Rat tokens are probably the most plentiful, and if you’re pairing White with Black or Red, you’re likely to have some of those – in addition to Knight tokens, Bird Tokens, and Human tokens
Your opponent isn’t going to be destroying your noncreature permanents often enough for this to matter in Limited
I’ve liked this Aura every time we’ve seen it. This is because it adds a body to the board in addition to offering a significant buff. Because of that body, this Aura helps get around the inherent downside they have, as it becomes much harder for you to get 2-for-1’d when the Aura gives you a token. It also triggers Celebration
This thing can be pretty powerful. After all, it can draw you 3 cards a turn! Sure, those cards are all lands…but cards are cards! Getting all the lands out of your deck has its benefits too of course. This can even offer fixing to a White deck since it can grab any basic land. Of course…if you get this late and have more lands than your opponent it basically does nothing and that is a significant downside
Giving yourself hexproof almost never matters in Limited
You can use this to sort of give you more life to work with, but the main problem with that is that if you’re dropping to 0 life for some reason and your solution to that problem is Phyrexian Unlife well…you probably didn’t really deal with whatever is about to drop you to 0 life, so you’re likely to get poisoned pretty quickly.
Even though this replaces itself, there isn’t enough of a reason to hate on the graveyard in this format to ever make this matter
It’s probably hard for Commander players to believe, but this was pretty bad last time we saw it in Limited. I mean, even if this just spat out a treasure every single turn it wouldn’t actually be that good in a format where mana kind of loses its meaning by the late game, and this is worse than that in most ways
This is another really bad Limited card. You just can’t count on lining things up right with this to ever cast free spells
This is pretty bad. Sure, rummaging can be nice, but having to pay mana to do it is a big downside, and even though this can replace itself you have to invest 4 mana to get there.
There are enough Enchantments in this format for this to have a reasonable target pretty often. Obviously, copying a token Aura isn’t exactly ideal, but that will often be the fail case and the upside is real
For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
The idea is to make your opponent mill themselves out before they can beat you with their overwhelming card advantage. The problem with that is if you ever play this when you’re behind or at parity, you’re probably going to lose. If you play it when you’re ahead your opponent probably can’t dig themselves out of milling themselves before they stabilize, but that still means this is a pretty big dud most of the time.
To make Fraying Sanity work you usually need some other mill around, and while there’s a little bit of that in this format, there isn’t enough to support this
This will be one of the absolute best things you can ever sacrifice to a Bargain card as you end up netting a bunch of cards and getting a bonus effect. Most decks in this format will have enough cards with Bargain to make this worth playing. The downside is, of course, that it does stone nothing when you can’t sacrifice it
This would be kind of interesting if this format had any creatures who can tap and make a free creature token, because obviously that lets you go infinite. There aren’t any of those, though, so mostly what you get out of this is pseudo-vigilance and a pseudo-lock down effect, but you don’t have any actual control over either. So, this isn’t really worth a card
This will probably actually work in a Faerie deck, as if you have a critical mass of those you’re going to be drawing a ton of cards, especially because their evasiveness allows themt o attack so effectively. Other Blue decks in the format aren’t likely to have enough creatures of a single type to make it work though, so this needs a build around grade
Giving all your spells flash is a decent upgrade…but not usually one you want to spend an entire card on in Limited
This is too expensive and by the time you play it, you won’t have anything to put in play for free
Unlike fellow Commander all star Smothering Tithe, Rhystic Study isn’t completely unplayable, although it is still way worse in Limited than it is in Commander. If you get it late it won’t do anything. However, playing it in the early to mid-game is likely to cause some significant problems for your opponent
This doesn’t do much in Limited. Sure, if your opponent happens to only have one land that can produce one of their colors and you stick this on it, it can be pretty hilarious, but most of the time that’s not going to happen to them. Replacing itself just isn’t’ enough these days, it needs to actually…do something too, and this just won’t
This is utterly unbeatable on turn two, and no matter when you draw it, it represents a significant threat that will allow you to really snowball your advantage. It gets even sillier if you happen to be in the Faerie deck and can get extra value out of it
Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
This can sometimes do some pretty cools stuff, especially if you’re sacrificing expendable creatures to make your opponent give up something real. And it even makes a trade into a 2-for-1 in your favor. There isn’t always a board state where you can take advantage of it – like if you’re behind. But it’s awesome at parity or if you’re ahead
It isn’t worth a whole card to hate on the graveyard in this format.
Drawing a ton of cards is awesome, and that’s certainly what this allows for. If you can combine it with life gain – something Black has plenty of in this format in the form of food tokens, it won’t even really feel like it has a downside, since you’ll just keep drawing cards and having enough life to keep on doing it. The card advantage it grants is often insurmountable, but obviously if you get it when you’re behind it can be kind of a dud. It still sort of gives you a puncher’s chance because of all the cards you can draw, but if your life is low, obviously that’s going to be limited. The triple black cost can be surprisingly challenging in Limited, but this is pretty great overall
I’m not interested in a symmetrical effect that isn’t actually symmetrical, because you spent the mana and used a card to play this in the first place. So, you start out behind when both players start having to discard things
Getting four or more creatures in your graveyard isn’t a huge ask in the mid to late game, and if you can use this to draw a couple of cards, you’re going to feel fine about it. Most Black decks will be creature heavy enough and graveyard-oriented enough for this to deliver some very real value. With adventures around, this will often effectively allow you to get back instants and sorceries too!
This has a powerful effect, but by the time you play this your opponent won’t really be desperate to play new lands, so you aren’t putting the squeeze on them nearly as much as you might think
There’s definitely life gain in Black, but the fact this is so expensive and does stone nothing unless you manage to draw it before you use your Food tokens and things like that is a pretty big problem
This has been a nice Limited card every time we’ve seen it. It feels good to outright kill something with it, but it feels even better to put it on a creature that doesn’t die because the Aura usually does enough to make that creature irrelevant while it also starts quickly pressuring your opponent’s life
This is a pretty nice sacrifice outlet, and Black in this format has access to many rat tokens that will feel particularly good to sacrifice to this
You can’t build a dedicated discard deck in this format
Paying a total of 8 mana for an extra combat step a good way to lose. There will be times where you can use that extra combat step to great effect, but there will be more when you have neither the time nor the mana, nor the board state to actually make this matter
Not enough nonbasic lands in the format
Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
This can really augment your board the turn you play it, since it effectively triples the power of all of your creatures. This makes them better in combat and obviously better at damaging your opponent too. It even makes them better blockers, so this isn’t a complete disaster when you’re behind either. If you don’t have a somewhat reasonable board state it doesn’t do anything, but most of the time it will do something and sometimes it will be backbreaking
A free sacrifice effect isn’t the kind of thing we see all that often today because it’s so powerful. If your deck has a ton of creature tokens – like rats – this has the potential to be pretty powerful, as turning every one of your creatures into one damage can often turn a game on its head. However, you do need to have those creatures, meaning this doesn’t do a whole lot on its own. It probably needs a build around grade, because you’re going to need both a really high creature count and a lot of creature tokens before this starts to approach something worth of making your deck
Like Goblin Bombardment, if your deck can make a lot of bodies, this does represent a pretty big problem for your opponent, although it is a very awkward top deck unlike Bombardment. Bombardment rewards you for already having things in play, Impact Tremors doesn’t
This effect just isn’t worth a card, so even if you put it into play for free you’re not going to really feel good about it, in fact it will feel like you mulliganed. Having the spare mana to ping your opponent won’t happen until late, and it usually won’t be very meaningful when you have it either
You don’t really want to double the mana you and your opponent produce, especially because most of the time when you play this your opponent will get the first crack at all that sweet, sweet mana
Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
This is another symmetrical effect that it’s very hard to make sure you get the best of, so it’s better not to play it
This is another Enchantment that gets interesting alongside Rat tokens, as if you have even just three of them around it gives them a huge upgrade. In Red you aren’t that likely to have a critical mass of other creature types though, so this probably needs a build around grade
If you have some big creatures, especially those with ETBs, sneak attacking them into play can be pretty nasty. And there are a few of those in the format. The bad part is that most of the time Sneak Attacking a creature doesn’t let you add to the board permanently, and if you don’t have some board presence you’re probably still going to lose. There’s a ton of power here, clearly, but making it work in Limited might be a little bit too tricky
If you can get this to trigger, obviously it’s pretty nuts, as you get your two best creatures directly on the battlefield. Making it trigger isn’t farfetched either, as I would say by the mid game most of the time in Limited, your opponent probably has three creatures. They can try their best to get under three creatures before it triggers, but if they are doing that, you’re still drastically altering their game plan
This format does have a lot of tokens to double, but not very many +1/+1 counters. On its own, this is a 5-mana card that doesn’t do anything and that’s a pretty huge liability. You can definitely get some sweet value out of it sometimes, but it’s very slow and needs very specific cards
The Red/Green and Blue/Green decks in this format can probably make decent use of this. One of the nice things about it is that it rewards you some for already having big things in play and then rewards you as well when you play them afterward, that means most of the time it will do something
There’s not enough of a reason to hate on the graveyard in this format
Not enough +1/+1 counters in this format
This format does have a few creatures who can tap for mana, but not really enough to make this card worth it. It isn’t worth just having this activated ability either. Most of the time this just won’t do anything.
This triggering often won’t do anything to your opponent or help you cast anything. If you play it on turn four there’s a decent chance it will help you double spell or something, but it’s usefulness quickly dissipates the longer the game goes
There are a lot of tokens in this format so this probably has some potential. Like a lot of the cards in this bonus sheet though, it doesn’t really do anything on its own, and that’s always going to hurt a card significantly
This is a symmetrical version of Doubling Season, more or less. So, it’s even worse
If you need fixing, you could do worse than this as it obviously gives you some pretty perfect mana. You aren’t always in the market for fixing of course, but if you are this works pretty nicely
The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
This works during both players combat, and as long as you have some creatures it is going to drastically upgrade your board, often allowing you to swing for massive amounts of damage, or if you’re behind, suddenly your smaller creatures can tangle with theirs. It was pretty good when we saw it last time, the only real problem is costing four Green mana, which means you won’t always be able to get it going when you want it to
This offers nice fixing and ramp at a very efficient rate. It lets you play three mana things on turn two which is always nice. It does only Enchant forests, which comes up sometimes, but this is still a pretty great way to get a mana advantage early. It does get worse later in the game when mana is less meaningful, but that early game upside is enough for this to be pretty good
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-rare|White|Enchantment
|
2.5 | 3.4 | 4.83 | 18 | 3.88 | 74 |
ss-rare|White|Enchantment
|
3.0 | 3 | 5.75 | 12 | 3.43 | 79 |
ss-uncommon|White|Enchantment
|
3.5 | 3.5 | 5.19 | 16 | 3.88 | 79 |
ss-mythic|White|Enchantment
|
1.5 | -0 | 15.00 | 0 | 4.00 | 3 |
ss-uncommon|White|Enchantment
|
0.0 // 3.0 | 1.9 | 9.73 | 15 | 7.06 | 141 |
ss-uncommon|White|Enchantment
|
0.0 // 3.0 | 1.3 | 11.31 | 13 | 7.09 | 131 |
ss-rare|White|Enchantment
|
0.0 | 0.7 | 13.00 | 2 | 5.50 | 21 |
ss-uncommon|White|Enchantment — Aura
|
3.0 | 2.7 | 7.47 | 15 | 5.43 | 120 |
ss-mythic|White|Enchantment
|
2.5 | -0 | 15.00 | 0 | 2.50 | 4 |
ss-rare|White|Enchantment
|
0.0 | 1.6 | 9.14 | 14 | 5.98 | 133 |
ss-rare|White|Enchantment
|
0.0 | 2.9 | 7.00 | 2 | 4.78 | 22 |
ss-rare|White|Enchantment
|
0.0 | 1.1 | 12.00 | 1 | 6.61 | 24 |
ss-mythic|White|Enchantment
|
0.0 | -0 | 15.00 | 0 | 4.00 | 4 |
ss-rare|Blue|Enchantment
|
0.0 | -0 | 15.00 | 0 | 6.53 | 23 |
ss-uncommon|Blue|Enchantment
|
1.0 | 1 | 12.15 | 13 | 8.51 | 192 |
ss-rare|Blue|Enchantment
|
3.0 | 2.8 | 6.33 | 15 | 5.81 | 110 |
ss-uncommon|Blue|Enchantment — Aura
|
1.0 | 2.8 | 7.08 | 13 | 5.57 | 122 |
ss-rare|Blue|Enchantment
|
0.0 | 2 | 9.33 | 6 | 5.86 | 27 |
ss-rare|Blue|Enchantment — Aura Curse
|
0.0 | 1.5 | 9.29 | 14 | 6.28 | 140 |
ss-uncommon|Blue|Enchantment
|
3.0 | 3.3 | 5.71 | 31 | 5.22 | 98 |
ss-rare|Blue|Enchantment
|
0.0 | 2 | 9.50 | 2 | 6.06 | 25 |
ss-mythic|Blue|Enchantment
|
0.0 // 3.5 | -0 | 15.00 | 0 | 5.12 | 8 |
ss-rare|Blue|Enchantment
|
0.0 | 1.7 | 8.93 | 14 | 5.99 | 115 |
ss-mythic|Blue|Enchantment
|
0.0 | 2.3 | 7.56 | 9 | 5.43 | 66 |
ss-mythic|Blue|Enchantment
|
2.0 | -0 | 15.00 | 0 | 4.67 | 4 |
ss-uncommon|Blue|Enchantment — Aura
|
0.0 | 1.5 | 10.89 | 19 | 7.37 | 172 |
ss-mythic|Black|Tribal Enchantment — Faerie
|
5.0 | 5 | 1.00 | 1 | 1.00 | 1 |
ss-uncommon|Black|Enchantment
|
1.5 | 1.5 | 10.76 | 17 | 7.59 | 178 |
ss-mythic|Black|Enchantment
|
3.0 | -0 | 15.00 | 0 | 2.33 | 3 |
ss-rare|Black|Enchantment
|
0.0 | 2.2 | 7.80 | 20 | 5.79 | 127 |
ss-mythic|Black|Enchantment
|
4.0 | 4.6 | 2.00 | 3 | 2.60 | 5 |
ss-rare|Black|Enchantment
|
0.0 | 1.2 | 10.00 | 11 | 5.81 | 114 |
ss-rare|Black|Enchantment
|
3.0 | 2.9 | 7.00 | 3 | 4.21 | 15 |
ss-rare|Black|Enchantment
|
1.0 | 1.8 | 8.70 | 10 | 4.97 | 115 |
ss-rare|Black|Enchantment
|
0.0 | 1.2 | 9.90 | 10 | 5.83 | 135 |
ss-uncommon|Black|Enchantment — Aura
|
3.0 | 3.7 | 4.55 | 11 | 3.43 | 72 |
ss-uncommon|Black|Enchantment
|
3.0 | 1.6 | 10.64 | 14 | 7.00 | 139 |
ss-rare|Black|Enchantment
|
0.0 | 2.5 | 8.00 | 1 | 4.67 | 23 |
ss-rare|Red|Enchantment
|
0.0 | 2.6 | 7.80 | 5 | 6.00 | 21 |
ss-mythic|Red|Enchantment
|
0.0 | 2.1 | 9.00 | 3 | 5.50 | 9 |
ss-uncommon|Red|Enchantment — Aura
|
1.5 | 2.6 | 7.78 | 18 | 6.54 | 146 |
ss-mythic|Red|Enchantment
|
3.0 | 2.6 | 6.71 | 17 | 4.20 | 101 |
ss-rare|Red|Enchantment
|
1.0 // 3.5 | 2.9 | 6.00 | 22 | 4.12 | 90 |
ss-uncommon|Red|Enchantment
|
0.0 // 2.5 | 1.9 | 9.60 | 5 | 6.53 | 116 |
ss-rare|Red|Enchantment
|
0.0 | 1.5 | 9.38 | 16 | 6.31 | 147 |
ss-rare|Red|Enchantment
|
0.0 | 2 | 9.50 | 4 | 6.84 | 24 |
ss-uncommon|Red|Enchantment
|
0.0 // 2.5 | 1.9 | 9.62 | 13 | 6.57 | 162 |
ss-mythic|Red|Enchantment
|
0.0 | 1.3 | 9.83 | 6 | 5.02 | 61 |
ss-rare|Red|Enchantment
|
0.0 // 3.0 | 2 | 8.18 | 11 | 5.80 | 114 |
ss-mythic|Red|Enchantment
|
1.5 | -0 | 15.00 | 0 | 5.00 | 5 |
ss-mythic|Green|Enchantment
|
4.5 | -0 | 15.00 | 0 | 1.00 | 2 |
ss-mythic|Green|Enchantment
|
1.0 | 3.2 | 6.00 | 1 | 5.36 | 12 |
ss-uncommon|Green|Enchantment
|
2.5 | 2.1 | 9.00 | 13 | 6.16 | 124 |
ss-uncommon|Green|Enchantment
|
0.0 | 1.3 | 11.28 | 18 | 8.23 | 178 |
ss-rare|Green|Enchantment
|
0.0 | 2.1 | 8.00 | 13 | 5.24 | 118 |
ss-rare|Green|Enchantment
|
0.0 | 1.5 | 9.33 | 18 | 6.64 | 113 |
ss-rare|Green|Enchantment
|
0.0 | 2.7 | 6.60 | 5 | 5.72 | 101 |
ss-mythic|Green|Enchantment
|
1.5 | 2.3 | 8.50 | 2 | 4.29 | 8 |
Primal Vigor
0.0 This is a symmetrical version of Doubling Season, more or less. So, it’s even worse
ss-rare|Green|Enchantment
|
0.0 | 1.5 | 9.31 | 16 | 5.49 | 102 |
ss-rare|Green|Enchantment
|
2.5 | 2.2 | 7.60 | 15 | 5.88 | 147 |
ss-uncommon|Green|Enchantment
|
2.0 | 2.5 | 8.00 | 14 | 5.56 | 122 |
ss-rare|Green|Enchantment
|
3.5 | 3 | 5.72 | 18 | 3.96 | 79 |
ss-uncommon|Green|Enchantment — Aura
|
3.0 | 3.8 | 4.32 | 22 | 3.85 | 78 |
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: