Average Picked At: 10.32 Total Times Picked: 305 Average Last Seen At: 8.86 Total Times Seen 2887
Pro Rating: 3.0 Pro Comment: It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Average Picked At: 1.14 Total Times Picked: 28 Average Last Seen At: 1.18 Total Times Seen 34
Pro Rating: 5.0 Pro Comment: This really reminds me of Dragonlord Ojutai, and that’s a nice comparison, since that was a massive bomb! The Ward effect will make it so that you get to attack your opponent with it at least once in most cases, and if you’re attacking with a 5/5 flyer there’s a good chance that you will either draw a card or force them chump, either way you’re getting at least a 2-for-1 out of the exchange, and that’s kind of the best case for your opponent, because if you start drawing cards off of this, its just over.
Average Picked At: 5.87 Total Times Picked: 355 Average Last Seen At: 5.28 Total Times Seen 1617
Pro Rating: 3.5 Pro Comment: So even without any treasure at all, this is a 3-mana Rabid Bite at Instant speed, which is already a card I would be interested in. It also compares pretty well with Ambuscade, a card that cost the same and always gave +1/+0 in addition to the punch effect. The treasure upside is nice, because sometimes your creature won’t have the power necessary to be good with Spoils of the Hunt. However, if you’re in Green anyway, your creatures will mostly be good with this. One does have to be cautious with spells like this, as your opponent removing the creature you target is an epic blow out, but because its an Instant, it won’t be that hard to find an ideal window. I think this is premium removal
Average Picked At: 1.69 Total Times Picked: 16 Average Last Seen At: 2.13 Total Times Seen 24
Pro Rating: 3.5 Pro Comment: A 7-mana 7/7 Flyer is certainly imposing, but it better be for that cost! One nice thing here is that you will be able to get Treasure out of this the turn you play it, so even if your opponent kills it on their turn, you at least get something. Of course, the problem here is that you probably don’t really need treasure if you were able to cast Old Gnarlbone, and while this format does seem to have a significant number of mana sinks, I’m just not sure you’ll have anything to do with all the treasure this produces.
Average Picked At: 4.65 Total Times Picked: 417 Average Last Seen At: 4.77 Total Times Seen 1470
Pro Rating: 3.5 Pro Comment: I think I would play this most of the time even without the “completed dungeon” bonus. The Aura + Venture is going to be good enough for that, and then the completed dungeon bonus makes this far more potent. One nice thing about this card is that you can stick it on a creature and then get the bonus later once you complete a dungeon, at which point it slikely to just kill whatever it is. I think this gets into the lower range of premium.
Average Picked At: 4.51 Total Times Picked: 356 Average Last Seen At: 4.51 Total Times Seen 1353
Pro Rating: 4.0 Pro Comment: This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Average Picked At: 1.29 Total Times Picked: 48 Average Last Seen At: 1.48 Total Times Seen 66
Pro Rating: 5.0 Pro Comment: This looks quite good. First of all, it adds to the board right away, unlike other classes -- and that makes the baseline here a two mana 2/2. Then, it starts putting a counter on an attacking creature at level two, and level three can generate serious card advantage. The whole package is amazing, and reasonably costed each step of the way. This kind of gives me Sparring Regimen vibes, between the +1/+1 counter effect and all the extra value. This is a bomb
Average Picked At: 2.09 Total Times Picked: 45 Average Last Seen At: 2.56 Total Times Seen 92
Pro Rating: 1.0 // 3.5 Pro Comment: This looks like a build around. This kind of effect just doesn’t matter if you don’t have the right deck for it. Just kidding “pseudo-Vigilance” out of it isn’t worth it. The good news is that both BW and UW look like they are in a reasonably good position to make use of this, and when you can get some kind of ETB trigger every turn out of this, it will feel great -- especially if it involves Venturing into Dungeons! But still, I don’t think your average deck in the format will be able to put this to use.
Average Picked At: 2.32 Total Times Picked: 34 Average Last Seen At: 2.74 Total Times Seen 83
Pro Rating: 3.0 Pro Comment: A two mana 3/1 with vigilance is a nice baseline, and the fact that this will also ramp for you sometimes is awesome. If you’re on the draw, it won’t really be hard to get that part of the card to trigger, and if you are missing land drops and stuff this guy can really save the day.
Average Picked At: 8.18 Total Times Picked: 314 Average Last Seen At: 7.67 Total Times Seen 2370
Pro Rating: 2.5 Pro Comment: This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Average Picked At: 10.38 Total Times Picked: 234 Average Last Seen At: 8.89 Total Times Seen 2872
Pro Rating: 1.5 Pro Comment: This probably won’t be great in Limited. A one mana 1/1 with Haste might feel reasonable on turn one, but it is pretty terrible thereafter, and adding the ability to ping things that block it doesn’t really make up for that, though it does help some, since it means that it can at least trade with X/2s, and X/1s effectively can’t block it. If you can find a way to give this death touch, that will unlock its full potential, but overall, I think you cut this more often than you’ll play it.
Average Picked At: 3.47 Total Times Picked: 40 Average Last Seen At: 3.21 Total Times Seen 136
Pro Rating: 3.0 Pro Comment: 6 –mana for a 6/6 is nice, but the downside of course is that you can’t really draw cards when it is in play, instead they get exiled. You can get those cards back of course, but it will cost you some life. Paying three black to draw 7 and then an additional black to get those 7 cards will cost a lot of life, but it seems like in most scenarios you will get pretty insurmountable card advantage out of that, and 7 life will be worth it. The fact it costs triple black to draw those seven is a little annoying, as that isn’t mana that you’ll always have in Limited. In general, I think Asmodeus will sometimes feel like more downside than upside in Limited, but the amount of power he brings Is pretty amazing, though certainly not bomb level. That downside is too significant.
Average Picked At: 7.48 Total Times Picked: 273 Average Last Seen At: 6.78 Total Times Seen 2142
Pro Rating: 2.5 Pro Comment: A two mana 3/1 tends to be a reasonable baseline for aggro decks, and this comes with some decent additional upside. Gaining toughness when you equip it will feel pretty nice, as obviously a 3/1 is pretty vulnerable
Average Picked At: 7.26 Total Times Picked: 96 Average Last Seen At: 5.73 Total Times Seen 747
Pro Rating: 2.0 Pro Comment: This is an interesting trick. You typically want to only be spending 1-2 mana on tricks, but when they start being able to target multiple creatures, I get interested in more expensive ones too, since they at least have the possibility of creating a 2-for-1. This would obviously be better if it just gave +2/+0 and First Strike to two thing, but there will be situations where this lines up pretty nicely, allowing two of your creatures to win combat while gaining you some life. It is sort of unfortunate that it requires you to target two separate creatures, but this still seems pretty solid as far as tricks go. The first copy seems like it will be pretty good in White aggressive decks.
Average Picked At: 12.16 Total Times Picked: 237 Average Last Seen At: 10.16 Total Times Seen 3402
Pro Rating: 1.0 Pro Comment: Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
Pro Rating: 3.5 Pro Comment: So, a 4-mana 3/2 that makes a temporary attacking copy of an attacking creature when IT attacks is a nice enough card, and in this case Delina can actually target herself since the copy won’t be legendary. Mostly, she’ll just be making one copy, but that’s already a fairly potent card. If you hit 14-20 she’ll just get silly, since she’ll make (at least!) two copies. She is fragile,and sometimes she won’t have any friends it is worth making a copy of, but it seems like she’ll shake up the board state significantly most of the time when she comes down.
Pro Rating: 3.5 Pro Comment: You would basically always end up playing a 3-mana ⅘ Wall. That might sound crazy to you, but the main reason Walls tend to not be great in Limited is because most of them can just block things and not damage them. The Roper isn’t just a wall, it is one that will kill almost everything that can attack into it in the early and mid-game. So, even if that’s all this was, I think the first copy would make the cut in most Green decks. So, when you add the bonus that it can attack, you’ve got a better card, and then you have a way to actually untap it too, and it is even better! Even if you can never untap the thing, it is going to be a pretty nice card, and if you can, it will be awesome
Average Picked At: 9.41 Total Times Picked: 244 Average Last Seen At: 8.20 Total Times Seen 2580
Pro Rating: 2.0 Pro Comment: This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Average Picked At: 11.29 Total Times Picked: 223 Average Last Seen At: 9.34 Total Times Seen 3008
Pro Rating: 1.0 Pro Comment: We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Average Picked At: 1.80 Total Times Picked: 45 Average Last Seen At: 1.88 Total Times Seen 81
Pro Rating: 4.0 Pro Comment: This card has a really neat design. So, if any of your creatures are blocked, instead of combat damage actually happening, this can let you return that creature to your hand. Sometimes it won’t be worth doing, but the great thing here is that it is a “may” ability. So, any combat your creature can win, you just let happen -- if your creature will die in combat, you just return it to your hand. This can be especially spicy with ETB abilities, but also just allows for pretty much free attacks. In addition to all that this has the always-power combat damage to a player trigger that draws you a card, so your opponent will be incentivized to block for sure. This is also a 3-mana 3/2 on its own, which can sometimes find a way to get it done all on its own. I think this is a pretty strong card, one you’ll first pick pretty often, but probably not quite a bomb.