This is a bit clunky, but it is a source of card advantage that can really help. However, sometimes it is just too slow and you get run over..
This doesn’t always line up to actually kill something, but it has a great stat-line, so the fail case is pretty reasonable. Meanwhile, it has the upside of destroying multiple things!
A creature with this statline is pretty much always a 3.0 or 3.5, and the Savior comes with some great upside. It can get especially silly if the creature has an ETB ability, but even if it doesn’t, it is often worth returning something to buff it.
This is basically a one mana ½ that can draw you a card for two mana. That’s a pretty great place to sink mana, even if you don’t have control over what you get.
This is Divination with upside! That makes for a decent card.
A 4-mana 2/3 with Flash that bounces a nonland permanent is something you would always play, so the upside of making that card also cost one additional mana is just gravy.
This is mostly just a 5-mana 4/5 Flyer, which is solid enough. The upside of getting Demonic Pact is pretty dangerous – it is a card that has “You lose the game” in the text box, after all! But the other effects of the Pact are pretty good, and sometimes you’ll be in a situation where getting the Pact helps you win in a turn or two. So, being able to get the Pact is definitely upside, just not upside you should really cash in on unless you’re reasonably certain you can win in the very near future.
This is a great removal spell! It would already be pretty good without casualty, so adding Casualty 1 to the mix is a pretty sweet deal.
This is pretty strong, as it makes trading a creature into a 2-for-1. You also know you’re always going to get a pretty real card from the Wake, and if you’re also sacrificing creatures it gets even better!
A two mana 2/1 with Haste is pretty reasonable, and generating Treasure certainly matters! Actually cashing treasure in to draft a card doesn’t line up that often, though.
This is some nice removal, as getting to cast it twice isn’t exactly far-fetched. You won’t always be able to take down two different creatures with it, but even if you don’t get that 2-for-1, this is some nice value.
This is a pretty neat take on a Threaten effect, since it actually gives you a ton of value even if you are unable to sacrifice the stolen creature – and that’s usually what you have to do to get enough value out of an effect like this. But, this pushes that notion aside, as making the creature unable to block and making it damage your opponent gives you enough that most Red decks are just interested in playing this. It is great for aggressive decks.
Regrowth only sometimes make the cut in Limited, and stapling Giant Growth to it doesn’t really do enough to change that.
This does replace itself, so it isn’t a complete disaster – but overall, it isn’t very good. The ability to turn into a creature is incredibly clunky at three mana, and is only the sort of thing you will be using in the extreme late game, really limiting how good this card can be.
A two mana 1/3 that can tap for mana of any color is already great in Limited, even if it is limited to creatures. So, the fact this also draws you cards sometimes is pretty nice! And it isn’t that hard to set up. Not every creature in your deck will draw you a card of course, but you’ll usually have 3-4 that will trigger this ability.
This card packs some pretty impressive power, as just buffing all the creatures you have every turn really adds up. I particularly like that it triggers during your end step, so as long as you have some creatures in play, it even impacts the board the turn you play it.
If you’re interested in ramping, this can definitely do it. Most decks in the format aren’t super interested in going that route, though.
This is a three mana enchantment that effectively draws you an extra card every turn, and that’s incredible. The card will also never be anything other than a creature, and most of the time that’s what you would prefer anyway! The fact you get a consolation prize of Treasure is pretty nice too.
This has two options that are pretty unimpressive. It is either a harder to cast negate or it draws you a card. And yeah, you have some control over that card, but this still isn’t very good. If you can get the 5 mana value thing going it improves, but I think you end up cutting this a significant chunk of the time.
This is a solid way to protect your creature, and it tends to save the creature twice because of the shield counter.
Turning every one of your creature spells into two creatures is pretty impressive. Sometimes you won’t have anything it can Seek out, but your first few creature spells after you play this are pretty likely to trigger it, and that’s more than enough for it to win you the game.
This is a three mana 2/3 that Connives when it enters – I’m already very interested in that! In addition to looting when it enters, you also get an additional card when you discard your first card every turn, and that’s going to include Diviner of Fates Connive. Even if you never trigger it again, you’re going to feel pretty great about what it has done, and if you can do it more than once, it is pretty tough for you to lose.
This is quite the Crocodile! It has great base stats and comes with Blitz, and it also makes every creature you sacrifice into a 2-for-1, since you can exile that creature to make a creature token. This includes the Devourer himself, so you can Blitz him in and then get an Ooze from your graveyard. Most of the time, you’re probably hoping to give up some different creatures than the Devourer, because that way you can continue to generate absurd value.
I love that you can use this to give up something on board to draw a card or you can use it to get rid of an opposing creature. And sure, your opponent gets a card back, but that is often well worth dealing with a problem threat.
This has good stats, and making it so two cards in your hand make Treasure on ETB is quite nice. The downside is, this is really only great in the early game, when you’re likely to have those two cards. The longer the game goes, the less likely it is that the ability will matter.
A 3/1 with Menace is a pretty nice attacker all game long, so having Blitz and giving it to a card in your hand is great upside.
It is pretty difficult for you to lose if this is in your opening hand, as adding a token to all your creatures is incredible. On the flip side, if you have 0-1 creatures in your hand, this doesn’t do much.
So, this is either a 3-mana 3/3 with a Shield counter, or a 3-mana 3/3 that gives a shield counter to something in your hand. It is very nice that they made it so this does something even if you don’t have a creature in your hand, unlike some of the other cards in the set that can only do stuff for cards in your hand. On top of that, it also gets buffed by Shield counters!
Obviously, you have to have a spell in your hand when you cast this or it doesn’t do anything. And, while adding Casualty 2 to a spell is definite upside, a 2-power creature worth sacrificing can often be hard to come by.
4-mana for a 4/5 with Flying and Ward 1 is something you would always play, so the fact that this stocks the graveyard and can even give you a Dig Up the Body is pretty legit upside.
Card | Pro Rating | AI Rating | APA | Picked | ALSA | Seen |
---|---|---|---|---|---|---|
ss-uncommon|White|Artifact
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Creature — Angel
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|White|Creature — Angel
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Creature — Human Rogue
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Sorcery
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Blue|Creature — Human Rogue
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Artifact Creature — Gargoyle Demon
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Sorcery
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Black|Enchantment
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Creature — Devil Citizen
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Instant
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Red|Sorcery
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Instant
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Green|Enchantment — Aura
|
1.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-uncommon|Green|Creature — Human Citizen
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Green|Enchantment
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Red|Green|Creature — Elf Druid
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Red|Enchantment
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Black|Instant
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Blue|Instant
|
2.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Green|Enchantment
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-common text-light|White|Blue|Black|Creature — Cephalid Wizard
|
4.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Black|Red|Green|Creature — Crocodile
|
5.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Blue|Creature — Cephalid Wizard
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Red|Green|Creature — Cat Warrior
|
3.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Black|Red|Creature — Viashino Warrior
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|White|Green|Creature — Cat Citizen
|
3.5 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|White|Blue|Green|Creature — Rhino Warrior
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-mythic|Blue|Black|Red|Creature — Vampire Assassin
|
2.0 | 0 | 15.00 | 0 | 0.00 | 0 |
ss-rare|Blue|Black|Creature — Vampire Rogue
|
4.0 | 0 | 15.00 | 0 | 0.00 | 0 |
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: